Firstly, let me say that I didn't see a general dev forum discussion in your board index so I chose this one as the most relevant. I have been reading your posts on GDN for a while now. I am trying to implement a better sorting solution for an isometric engine built in actionscript 3. Seeing all the great work you have done with your Space 3000 demo videos and other work in isometric gaming, I would like to reach out to you.
Here is what I have thus far

I am so far having a hell of a time getting my head around the concept in the way it applies to isometry. My basic plan of attack is this:
- parse the screen space into a 2D grid of cells, each cell a specific size (treating each cell as a pixel? analogous to a pixel in trad. z-buffering)
- determine which of those cells an isometric object occupies (be it fully or partially)
- now here is where I get lost
- slice the isometric object's display data into individual cell slices
- somehow assign a depth to that slice and assign it to a 2D grid of the cells
- based on the depth (not sure how to determine the depth, I know it can't be calculated from the origin of the iso object) determine relative to other existing slices, if this slice is ordered correctly
- iterate thru the array of slices and place those slices correctly onto the screen
SO i have to ask, am I anywhere close to implementing a z-buffer for isometric views? Is this the approach you took? Or can you shed some light on how better to do this? I really REALLY appreciate all you have done on the GDN forums and what you are doing here. Thanks
Ol War Paint.
