Can anyone tell me what is the method used in 2.5D games (not isometric) to render sprites with a "depth" effect?
I am using libGDX. My tiles are stored in a byte unidimensional array (their type id's), and are rendered using the tile type "model" (i am not using a Object for every tile in game, but only one Object for every type and then render it's texture where it should be).
The way i think this is to render tiles whose Y is greater than sprite Y, then render sprite, then the tiles after it. The problem is that i don't know how to handle this with multiple sprites.
If anyone can, please answer this. Thanks!