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I'dI would like to make an isometric run-jump style platformer. The player should be able to jump on top of platforms above the floor, hit the side of objects etc. I'll

I'll be using a 2d2D game engine so I wouldn't like to emulate full 3d3D collision for dimensions I'm not using. I'm

I'm thinking objects in the game should be placed using: xX, yY, width, height, and zZ for depth. 

Using those values, how should I detect collisions?

I'd like to make an isometric run-jump style platformer. The player should be able to jump on top of platforms above the floor, hit the side of objects etc. I'll be using a 2d game engine so I wouldn't like to emulate full 3d collision for dimensions I'm not using. I'm thinking objects in the game should be placed using: x, y, width, height, and z for depth. Using those values, how should I detect collisions?

I would like to make an isometric run-jump style platformer. The player should be able to jump on top of platforms above the floor, hit the side of objects etc.

I'll be using a 2D game engine so I wouldn't like to emulate full 3D collision for dimensions I'm not using.

I'm thinking objects in the game should be placed using: X, Y, width, height, and Z for depth. 

Using those values, how should I detect collisions?

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Tetrad
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