title: What is the best way to store an isometric grid in memory?
body: <p>As a learning experience, I'm trying to make a turn based strategy game with Java+ObenGL, and I started with squares as terrain tiles. Now I decided I'd rather have an isometric perspective and ever since I've been debating with myself over how to represent those tiles' coordinates in memory.</p>
  
  <p>I see two alternatives:</p>
  
  <ol>
  <li><p>A 2 dimensional array with X and Y axis going through the rhombus' vertices, resulting in a straight line on the rendered grid.</p></li>
  <li><p>A 2 dimensional array with X and Y axis following the sides of the cells (like what you'd do with a plain grid of rectangles), instead of the vertices, resulting in diagonal axis in the rendered grid.</p></li>
  </ol>
  
  <p>What is usually done in these situations? Is one better than the other? Is there a better way I'm missing?</p>