We’re building a game for multiple platforms using cocos2dx and marmalade. The game is using isometric tilemap (2-3 layers) and a rather large amount of entities that has to be moving through the layers. (up to a few hundred objects on the screen at the same time excl the tilemap).
I would like to know if anyone has done this previously here and can offer some advice on how to handle the z-sorting?
This is the idea I am going to attempt:
- Render Background - Z-order (no depth buffer)
- Enable Depth Buffer
- Render ContentLayer with Z-sorting (depth buffer enabled).
- Disable Depth Buffer
- Render HUD
Does this seem to make sense?
I guess there’s no rights and wrongs here, but I figured maybe someone has done something similar and could share some advice