That's awesome. Siege of Avalon is a classic.
I'm currently building my own MonoGame isometric engine inspired by Ultima Online style worlds.
Curious — how did you handle depth sorting and occlusion back then?
That's awesome. Siege of Avalon is a classic.
I'm currently building my own MonoGame isometric engine inspired by Ultima Online style worlds.
Curious — how did you handle depth sorting and occlusion back then?
Mass combat stress test in my MonoGame engine.
This test produces more spell casts per second
than real players can physically do.
Still running:
• deterministic 60Hz simulation
• TickAvg ~9–12 ms
• TickDrift = 0
2.5D isometric engine inspired by Ultima Online.
#gamedev #monogame #indiedev #solodev
Thank you.
I love isometric games like Ultima Online, Baldur's Gate, and Diablo, and nowadays, most isometric games are fake 2.5D 3D with a 45º camera, but I want to create a true 2.5D perspective engine and recapture the nostalgia of isometric games.
MonoGame Developer
Thank you ;)
Mass combat stress test in my MonoGame engine.
This test produces more spell casts per second
than real players can physically do.
Still running:
• deterministic 60Hz simulation
• TickAvg ~9–12 ms
• TickDrift = 0
2.5D isometric engine inspired by Ultima Online.
#gamedev #monogame #indiedev #solodev
Totally agree. CentrED# lowered the barrier a lot for world creators.
UO’s longevity really comes from both creators and toolmakers.
I’m developing a modern 2.5D UO-inspired engine, and this kind of work is exactly what motivates me.
soon we’ll be publishing demos and gameplay mechanics 😉
I’m developing a 2.5D engine for a UO-like game, and map creation is one of the hardest parts.
It’s not just placing houses randomly, it’s about biome transitions, flow, and coherence.
This map does that extremely well. Incredible work.
Beautiful Map, congrats
Deterministic isometric Z-sorting.
Player, trees, walls, corners and props
all competing correctly in depth
• No Y/Z draw hacks
• No sprite-size tricks
• Data-driven sort (FeetIso.Y + semantic layers)
What you see is exactly what the map author defined
Built on MonoGame ECS-first. #Monogame
#gamedev #monogame #isometric
Deterministic isometric Z-sorting.
Player, trees, walls, corners and props
all competing correctly in depth
• No Y/Z draw hacks
• No sprite-size tricks
• Data-driven sort (FeetIso.Y + semantic layers)
What you see is exactly what the map author defined
Built on MonoGame ECS-first. #Monogame
I’m building Reforged Engine.
A 2.5D isometric game engine focused on:
• ECS-first architecture
• Deterministic, tick-based simulation (UO-inspired)
• Clean separation between logic and rendering
• TMX/Tiled workflow with multi-floor worlds
Built with MonoGame (C#).
More soon.
I’m building Reforged Engine.
A 2.5D isometric game engine focused on:
• ECS-first architecture
• Deterministic, tick-based simulation (UO-inspired)
• Clean separation between logic and rendering
• TMX/Tiled workflow with multi-floor worlds
Built with MonoGame (C#).
More soon.
Using EndeavourOS (Arch-based) for engine development.
MonoGame has been solid and predictable on Linux so far.