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Re:Game Programming Patterns: Double Buffer (2014) by shoo on Monday August 27, 2018 @04:56AM (#17850261)
there's a bit of discussion about isometric tile rendering nonsense, although not specific to vsync, in David Brevik's diablo postmortem https://www.youtube.com/watch?v=VscdPA6sUkc

along with a whole lot of other fascinating stuff

Re:Game Programming Patterns: Double Buffer (2014) by ddingus on Tuesday August 28, 2018 @02:12AM (#17856875)
That was a great video. Enjoyable talk.

At one point, they were drawing tiles, the walls associated with them, objects, etc...

Moving objects would end up between tiles and the sprite would be cut off by a different tile draw. Worse, there was no sort order that worked for all cases. They ended up creating, what the speaker called "an ai" to move the object away from the draw conflict, get it all drawn, then move the player back, just ahead of the actual motion...

In hindsight, they could have just decoupled the walls from the tiles and it all could have been a lot simpler!