I ought to begin by clarifying that once I say “Isometric” I am referring extra broadly to top-down video games that use a “trick” to show issues on a z-axis, quite than simply restricted to video games of this model with a locked 3/4 angle like 3D sonic explosion, q**Berto* or radioactive mud (therefore I have never used the “isometric” tag on this query.) This being the case, my focus consists of most 2D and 2D JRPGs. zelda titles however doesn’t handle video games which might be actually from prime to backside like grand theft automobile and Robotron 2084nor these with true 3D like… effectively, most video games these days.
However sufficient about cleansing. I created an isometric JRPG system for a college challenge (utilizing pygame, for full context) and had points with render order from day one. IIRC most isometric video games merely kind in-game objects by their worth and, however this appears to cease working when objects might be on prime of one another. Since all my terrain is objects… there are issues.
I discovered a trick that allowed me to depth-sort cubes by factoring z-position, however the cracks on this system are displaying an increasing number of clearly because the challenge progresses. The angled containers present some glitches that might most likely be mounted, however the conical terrain appears to interrupt them fully. The system could also be limping alongside for the needs of the challenge, however desirous about the long run (and a correct rebuild of the system) leaves me uncertain of what to do to get depth sorting working correctly.
The very first thing I considered was to do depth mapping just like 3D rendering. In concept it could work like this: earlier than rendering a form, strive drawing the depths of every pixel in a depth map. Solely pixels nearer to the digicam than the pixel you are attempting to overwrite might be drawn. Pixels that might not be drawn on the depth map shouldn’t be drawn on the display screen.
This could remedy my issues, nevertheless it additionally sounds a bit costly. It is certainly appropriate for contemporary {hardware}, nevertheless it’s not one thing any of the outdated isometric video games would have performed, not less than not in actual time. So my query is that this: Did older video games have a extra environment friendly methodology for isometric rendering or did they merely pre-calculate depth values?
Additionally, simply to make clear: sure, many elderly video games certainly solved this downside by both dishonest (i.e. inserting a set off beneath the bridge that places it on prime of the participant when it crashes) or avoiding (i.e. with none bridge). It is a legitimate method, however I would quite not do it.
EDIT: As per DMGregory’s suggestion, listed here are some visible aids.
These are the varieties of issues I am on the lookout for:

This can be a conventional “isometric” sport, not explicitly what I need, however not contradicting it both:


