I'm working on a game in Away3d. I'm using an orthographic camera and I'm attempting to simulate an isometric view (the camera has a 37° angle and the y-axis is up/down, x-axis is left/right, and z-axis is orthographic).
I hit a snag in understanding how to handle the z-axis of the NPC's relative to the player so that, for example, when the player is below an NPC in Y coordinates, it doesn't appear to be "under" the NPC, but "besides/in front" the NPC, as currently all the 3D models in this scene are Z-axis coordinate 0.
My common sense says that there should be a relation in the sense that if the Y axis coordinates of the NPC is lower than the Y axis coordinates of the player, then the z-axis coordinates should update following an allegory is so that the apparent view of the NPC relative to the player is that the NPC is "behind" the player. But as I said, because all the z-axis are zero for all the models, the players' apparent position is "under" the NPC, as opposed to "in front" of the NPC.