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.
| Mode | Purpose |
|---|---|
TopDownOrthographic | Standard square-grid top-down maps. |
IsometricDiamond | Diamond isometric maps using shared TileForge2D map data. |
IsometricStaggered | Planned later. |
Helper APIs
Section titled “Helper APIs”GridToWorldWorldToGridGetCellCenterWorldGetCellBoundsWorldGetNeighborCellsGetSortKeyForCell
Sorting
Section titled “Sorting”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.