# Isometric drawing "Not Tile Stuff" on isometric map?

So I got my isometric renderer working, it can draw diamond or jagged maps...Then I want to move on...How do I draw characters/objects on it in a optimal way?

What Im doing now, as one can imagine, is traversing my grid(map) and drawing the tiles in a order so alpha blending works correctly.

So, anything I draw in this map must be drawed at the same time the map is being drawn, with sucks a lot, screws your very modular map drawer, because now everything on the game (but the HUD) must be included on the drawer..

I was thinking whats the best approach to do this, comparing the position of all objects(not tile stuff) on the grid against the current tile being draw seems stupid, would it be better to add an id ON the grid(map)? this also seems terrible, because objects can move freely, not per tile steps (it can occupies 2 tiles if its between them, etc.)

Dont know if matters, but my grid is 3D, so its not a plane with objects poping out, its a bunch of pilled cubes.

• So, anything I draw in this map must be drawed at the same time the map is being drawn - Can you elaborate on this? I don't understand how that could be possible. Sep 11 '12 at 16:16
• Well, the map cant be entirely drawn, then draw the objects after, because objects can be in front of some map tiles(cubes) but behind others, so everything should be sorted and drawed in the same "pass" Sep 11 '12 at 23:45
• You'll need to use a technique called z-buffering or depth buffering. You can then sort and draw all your sprites based on a z-buffer to draw them in order. That's what @Luke B. is talking about when he talks about giving sprites a "Z value". Sep 12 '12 at 16:08