Isometric worlds – built in Delphi

A 2.5D game engine with its own IDE: from an empty project to a finished isometric game – design scenes, build sprites and materials, write game code in Delphi and swap it live.

Version 0.5.0 · in active developmentDevelopment started 2026-09-25As of 2026-09-30

What ISOlDE is

ISOlDE is a game engine for isometric games together with its IDE – both written in Delphi. Drawing goes through a renderer layer on Direct3D 11 – currently 11 only, because we test in a VM; on the host, Direct3D 12 would be possible.

Terrain is made of sprites with a per-pixel depth image, characters and objects are meshes – our own FBX import reads static models and animated characters. Light, time of day, weather and effects like fire, smoke, water and fog are part of the engine. Materials are created in the shader graph, sprites in the sprite editor, scenes in the scene designer. We have also run our tests with tile sets from Kenney.

Game code is Delphi: if a Delphi compiler is present, the IDE builds the game DLL and swaps it into the running game on save (hot reload). Without a Delphi compiler the game code runs as Delphi Script (planned). The game runs in the runner – on the same machine or on a host in the network.

The engine is built for speed: the goal is 400 fps as headroom, and we currently measure over 2000 fps on our measurement platform (RTX 5090) – without optimisations. The RTX 5090 is the basis of our measurements, not a typical target.

Who it is for
For Delphi developers who want to build isometric games – without a detour through a foreign engine and its language.
Platform
The IDE runs on Windows. Exporting finished games is planned.

The interface

The IDE is a FireMonkey application built on our own components: the MVVM framework D.MVVM, our FMX ribbon controls and our FMX source code editor in SynEdit style.

It works like Delphi: the key bindings follow the Delphi model 1:1, but live in a table of their own and are 100% customisable. Presets: Delphi, standard (CUA) or empty. All interfaces are bilingual (German/English), the design follows light, dark or Windows.

Our building blocks

ISOlDE stands on frameworks we have built over the years and use in other projects as well.

D.MVVM

Our MVVM framework for Delphi – FMX, VCL and unit tests: views, view models and bindings; the foundation of the IDE interface.

Feature list follows

FMX-Ribbon-Controls

Our ribbon controls for FireMonkey: tabs, groups, galleries, backstage.

Feature list follows

FMX-Quelltext-Editor

A source code editor for FireMonkey in SynEdit style: highlighting, bookmarks, jump to declaration, Delphi key bindings.

Feature list follows

FDK

The FireMonkey Development Kit: over 100 units for cross-platform apps and VCL – threading (pipeline, async/await, timers), logging, database (FireDAC ORM, SQLite, JSON store), REST, factories and singletons, event bus, state machine and much more.

Info page

What works today – and what is coming

The list is alive and updated with every integration. Each entry carries its status: done, partial, planned or idea.

Project & workspaces

Create, open and save a game project. Like Blender the IDE starts with an editable scene – a meadow instead of a cube.

5 done · 2 partial · 1 planned

Scene & map

Build the world: infinite tile map of ground pieces, tile kinds, heights, placing objects – in the designer like a Delphi form or from the command line.

10 done · 3 partial · 4 planned

Assets & content

Binary assets versioned outside hg, imports of 3D kits, FBX and sprites, asset index with thumbnails, packages for the runner.

6 done · 2 partial · 1 planned · 1 idea

Sprite editor

Iso 2.5D sprite and pixel editor as IDE plugin and standalone SpriteEditor.exe: paint in iso planes, surfaces with normals for dynamic light, patterns, layers, directions.

12 done · 2 partial · 10 planned · 1 idea

Materials & shaders

Shader graph as IDE document, node library with ~300 nodes, HLSL codegen, baking into materials and sprite sheets.

8 done · 4 partial · 6 planned

Light, weather & effects

Sun, time of day, lit sprites with point lights and shadows; smoke, fire, lava as baked sheets. Weather and particles follow.

3 done · 3 partial · 4 planned

Figures & animation

Figures in two ways: animated 3D models (FBX) and image sprites with facings.

2 done · 2 partial · 1 planned · 1 idea

Game code

Game logic in Delphi as a DLL against a stable contract (as Delphi Script without a Delphi compiler), hot reload on save, code editor in the IDE.

3 done · 2 partial · 1 planned · 3 idea

Gameplay systems

What a game needs beyond graphics: input, behaviour, collision, pathfinding, HUD, sound, save games. The biggest gaps are here.

1 done · 6 planned · 3 idea

Build, run, host

F9 builds and runs the game in the local runner (also embedded in the IDE), Shift+F9 on the measurement host (our basis for measurements, not a typical target) – with deploy, self-update and remote control.

9 done · 4 partial · 1 planned

IDE shell

FMX IDE after the Delphi model: ribbon, command registry with rebindable keys, docking, two languages, no Windows dialogs, plugin API.

15 done · 2 partial · 3 planned · 1 idea

Export & distribution

Turn the project into a standalone game per platform: statically linked, assets in an archive, shaders precompiled. Not built yet.

3 planned

Agents & automation

Everything a developer can do with mouse and keyboard an agent should do via MCP – today via command line tools and self-tests, tomorrow via an MCP module.

3 done · 2 planned

Engine core

Platform-neutral engine library (Source\*) with thin RHI, D3D11 backend, iso sorting, culling, job system – target 400 fps as headroom – currently over 2000 fps on our measurement platform (RTX 5090), without optimisations.

9 done · 1 planned · 1 idea

Open the full feature list

Screenshots

Pictures from the IDE, the sprite editor and the runner. Click an image to enlarge it.

IDE with scene and ribbon
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IDE with scene and ribbon
Sprite editor with depth image and surfaces
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Sprite editor with depth image and surfaces
Shader graph with node previews
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Shader graph with node previews
Volcano island at night
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Volcano island at night
Lava, lavafall, smoke column and stream
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Lava, lavafall, smoke column and stream
Island in the evening, lantern light
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Island in the evening, lantern light
Game code in the IDE
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Game code in the IDE
Sea scene
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Sea scene