# CGE 2D game development road

**URL:** https://forum.castle-engine.io/t/cge-2d-game-development-road/725
**Category:** 2D
**Created:** [January 22, 2023, 4:40am UTC](https://forum.castle-engine.io/t/cge-2d-game-development-road/725 "2023-01-22T04:40:36Z")
**Posts on this page:** 1
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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [January 27, 2023, 10:46pm UTC](https://forum.castle-engine.io/t/cge-2d-game-development-road/725/9 "2023-01-27T22:46:10Z")

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> [@soastao](#):
>
> More than ten years ago, I followed CGE, Compared with ZENGL, I prefer ZenGL. CGE is progressing huge on 3D, But I only focus on 2D Game development. CGE has too many convenience, and there are more restrictions. Many times I can only wait for the official update. I hope to do it myself.

To be clear, I hope in CGE to give you tools to deal with things in “lower level” when our “higher level” stuff is not enough.

For example, in [How to render TCastleScene between two layers of Tiledmap? - #13 by michalis](https://forum.castle-engine.io/t/how-to-render-tcastlescene-between-two-layers-of-tiledmap/727/13) you found a problem with TCastleTiledMap, recorded as [Tiled maps: Make it possible to render a character (any TCastleTransform) in a flexible way behind or in front of a layer with walls · Issue #440 · castle-engine/castle-engine · GitHub](https://github.com/castle-engine/castle-engine/issues/440) . I will fix it (though it is not trivial, so **this one** will not be done by tomorrow 🙂 )…

… but in the meantime you have the option to make drawing yourself.

As much as I wanted to encourage using ready rendering of TCastleTiledMap , I admit that [Tiled maps: Make it possible to render a character (any TCastleTransform) in a flexible way behind or in front of a layer with walls · Issue #440 · castle-engine/castle-engine · GitHub](https://github.com/castle-engine/castle-engine/issues/440) shows it is unsuitable in some cases (when you want to have a layer with walls). I didn’t predict this problem.

But you still have the option to draw map yourself using `TDrawableImage`, using the information from `TCastleTiledMapData`. These structures don’t go anywhere, and `TDrawableImage` is optimal thanks to batching introduced last week. And you can take a look at `src/scene/castletiledmap_control.inc` ( [castle-engine/src/scene/castletiledmap\_control.inc at master · castle-engine/castle-engine · GitHub](https://github.com/castle-engine/castle-engine/blob/master/src/scene/castletiledmap_control.inc) ), use this as a good starting point. If you insert character rendering in the middle of that code, than the walls will behave correctly.

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