People really discount the complexity of doing isometric — it's a surprisingly nuanced thing to implement, especially if you want inner-tile sorting/depth, tiles that occlude others, etc.
For sorting for me I ended up using geometry shaders with fixed layers to basically emit objects on top of each other and render everything in one pass. It makes things like the editor and runtime incredible fast, which looks like you did as well! Happy to see more games with this style, I think the look is unbeatable.
People really discount the complexity of doing isometric — it's a surprisingly nuanced thing to implement, especially if you want inner-tile sorting/depth, tiles that occlude others, etc.
For sorting for me I ended up using geometry shaders with fixed layers to basically emit objects on top of each other and render everything in one pass. It makes things like the editor and runtime incredible fast, which looks like you did as well! Happy to see more games with this style, I think the look is unbeatable.