ISOMETRIC COORDINATES

Isometric Converter

Convert isometric tile coordinates to screen pixels and back using the standard 2:1 diamond projection.

2:1 DIAMOND PROJECTION

Convert tile and screen coordinates

Browser-only
Screen X
Screen Y
Tile X
Tile Y
Standard 2:1 diamond iso: screen = ((x − y)·w/2, (x + y)·h/2). Inverse: x = sx/w + sy/h, y = sy/h − sx/w. Floor the result for tile picking. Works for any diamond iso game — Civ, old-school RPGs.

Isometric coordinate guide

Every isometric game has the same two conversions: tile (x, y) to screen pixels for rendering, and screen pixels back to tile for mouse picking. This tool does both directions with the standard 2:1 diamond projection used by Civilization, classic RPGs, and most modern isometric games.

The 2:1 diamond projection

A 2:1 iso tile is twice as wide as it is tall (64×32, 128×64). The conversion: screenX = (tileX − tileY) × w/2, screenY = (tileX + tileY) × h/2. The minus sign is what creates the diamond stagger.

The inverse (for clicking): tileX = (screenX/w + screenY/h) / 2, tileY = (screenY/h − screenX/w) / 2. Floor both results to get the tile under the cursor.

Rendering order is half the battle

Isometric sprites need painter's algorithm sorting: draw tiles with larger (x + y) after smaller ones, and sort entities within a tile by y. That single rule fixes most z-fighting and overlap artifacts.

Tip: Keep your tile art at exactly 2:1 and round pixel positions to whole numbers — fractional offsets cause shimmering when the camera moves.

Frequently asked questions

How do I convert tile coordinates to screen?

screen = ((x − y)·tileW/2, (x + y)·tileH/2). This tool does it instantly for your tile size.

How do I know which tile the mouse is over?

Invert the projection: tile = ((sx/tileW + sy/tileH)/2, (sy/tileH − sx/tileW)/2), then floor. Use this tool to verify your math with real numbers.

What if my tiles are not 2:1?

The formulas still work — just substitute your real tile width and height. 2:1 is a convention, not a law.

Privacy note: isometric calculations happen in your browser. Nothing is uploaded.