How do I use tiles and sprites together in an isometric scene? I'm trying to write a 2D isometric scene. Rendering order is complex, since both tilemaps and sprites are different concepts. Rendering one of the 2 before the other will draw the scene incorrectly. Tiles and Sprites both have some common data that can be used as render information. I thought of creating an extra object which simply holds the coordinates and texture data. However, this also meant having to couple a tile or sprite to a render info object. (something I haven't figured out). This adds complexity. However, I thought this way I could abstract over any renderable object. This tutorial defines tiles as any other sprite and then uses a topology algorithm to sort the scene every frame. I was actually thinking of using the pigeon hole algorithm by sorting the render info objects on their depth property. How is this usually done? I can't wrap my head around it. Bear in mind that I have no actual z depth to work with. Everything relies on the artificial depth from the x and y coordinates.