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Projection Modes

TileForge2D keeps gameplay grid-based and projection-aware.

Projection modes control world placement, editor picking, rendering layout, and sorting. Tile data, save/load, replication, tile actors, biomes, dungeons, and runtime state should stay based on grid coordinates.

ModePurpose
TopDownOrthographicStandard square-grid top-down maps.
IsometricDiamondDiamond isometric maps using shared TileForge2D map data.
IsometricStaggeredPlanned later.
  • GridToWorld
  • WorldToGrid
  • GetCellCenterWorld
  • GetCellBoundsWorld
  • GetNeighborCells
  • GetSortKeyForCell

Top-down games usually sort characters and tall objects by their world Y position or by a projected cell sort key. Isometric diamond maps usually sort by GridX + GridY, with layer and height offsets added on top.

The goal is to make the editor and runtime agree on where a tile is, where actors snap, and how draw order should be calculated.