Isometric Tile Engine

I am planning to implement a game using an isometric tile map. For performance reasons, what’s the best way to implement a scrolling isometric tile map? Anyone with experience in that direction?

So, performance-wise would the following be sufficient?
A) Swing (maybe too slow? are there any tweaks available?)
B) Java2D directly
C) jME, Xith, Java3D, … (other OpenGL high level bindings?)

I have a 2d tile map(not isometric) and a hexagonal map engine that work and only show visible tiles on the screen. Check out GameDev.net about this topic, they discuss it. I used java2D and openGL pipelines, and boast 800+fps on 800*600 window on both engines.

so, basically, what you telling me is Java2D should be fast enough!? ;D

Java2D should be fast enough for the job. GTGE has isometric rendering utility classes and renders them decently (that’s about the only instance I can call up of actual Java2D games using isometric projection). I would treat an isometric tile map as a normal layered tile map. That is to say, x, y and a height/layer parameter. That’s it. :slight_smile:

yes, just be sure you sync the animations/scrolling with high fps, and remove the sleep delay.

For ASD (I know the screenshot is very dark and hard to see, I mean it was in a dungeon!):

http://www.cokeandcode.com/asd/v2/images/screenshots/goodie.png

The iso-engine was an OpenGL projection of a 3D modelled world. This has the great benefit that there was no pixel work for all those different directions, rotations were smooth, transparent wall when a character went behind was easy, performance was fantastic and once the right projection was in place - development was trivial. (Oh and lighting was of course a breeze)

Kev

Heck yeah! I remember that…

Got bloody butchered by them horney things while you were off fighting them little guys! Dam good game that was

DP :slight_smile:

how hard would it be to build an XCom clone with that thing?