Original Post
How does one determine the drawing order of the sprites in an isometric engine? In other words how must the display list be created so that the sprites correctly occlude each other according to their depth from the screen? The engine being developed does not make use of 3D hardware so no z-buffering techniques can be used. Also, the images used in the engine are not uniform in size so simply tiling cells on the screen will not work. What type of sorting algorithm would they have used in a game such as "Crusader: No Regret / No Remorse"?