   Breaking out of the isometric grid
  Hi guys,Check out our new blog article on breaking out of the regular grid for isometric 2d games:[font="arial, sans-serif"]http://www.wildbunny.co.uk/blog/?p=63[/font][font="arial, sans-serif"][/font][font="arial, sans-serif"]Hope you like it,[/font][font="arial, sans-serif"][/font][font="arial, sans-serif"]Cheers, Paul.[/font]   
  I've just posted part 2 with demo and full source code:http://www.wildbunny.co.uk/blog/?p=93Hope you like it ;  Very nice article(s), Paul!  I like your approach!   ;Very nice article(s), Paul!  I like your approach!Thanks ;  Cool, cool, very cool. New stuff is exactly what the industry needs. You can paint an orange blue, but it's still an orange. Well, you are taking away the orange and giving back an orchard.   ;  Very nice WildBunny,Love your articles, I've read others in the past as well, very well written and insightful.Cheers   ;  Nice article. I did something similar for my game Armageddon Wars, except only the tiles were arbitarily placed, the collision detection remained grid-like: http://astronautz.com/wordpress/?p=8   ;  Thanks guys 