I am currently making an isometric 2D game, and the map grid is of the staggered-isometric type.
I want to attempt to create the camera so that it stops at the end of the map bounds.
Now I am fully aware of the fact that in regular 2d I could just use the tile width/height multiplied by the amount of tiles on each axis - but this becomes an issue in isometric, since the tiles are "interpolating?" each other (is that even the right word for it, I'm not sure).
They are not "right next" to each other, so to speak, so I wouldn't just be able to use that method.
What is the correct way to go about this?