I don't know if this is the right forum for this kind of question, so please move the topic if not
I'm trying to evaluate the orx engine for creating the 2D isometric tile based game. I'm experienced C++ programmer and we're moving away from the unity (we would need to rewrite quite a bit of code to orx but that isn't a problem).
As I have looked through the documentation and I see the engine is data driven. But is it possible to use it without any .ini files and just set all the stuff only using API (creating viewport, animations, ...)?
Another question that is bothering me is how to handle the draw order? I've searched the forum and found one topic which is discussing the layering, but I don't know it is what I meant. I have a map which is created from the tiles (sprites - in unity I'm using the custom mesh for the terrain). Then I have some stuff as vegetation etc. And the last I have some player. Because it is isometric, each stuff that is on the map (vegetation, building wall, player, ...) need to have some defined order in which it should be drawn/rendered, that is if the player y is position is lesser that the tree one, the tree should be rendered first, the player as second. This order need to dynamically change for player because sometime he is standing "in front" of the tree and sometimes "behind" the tree.
In unity I was solving this using order in layer, so each object has some specific order which was basically the y position of the sprite.
In the topic I found on this forum I've found the it could be partially solved using the Z position (I don't like this particular method). The another solution was using the orxRENDER_EVENT_OBJECT_START event but don't know what should I change then, maybe also the Z position? Or is there some other option?
I would be glad if someone could answer my question.