As a learning experience, I'm trying to make a turn based strategy game with Java+ObenGL, and I started with squares as terrain tiles. Now I decided I'd rather have an isometric perspective and ever since I've been debating with myself over how to represent those tiles' coordinates in memory.
I see two alternatives:
A 2 dimensional array with X and Y axis going through the rhombus' vertices, resulting in a straight line on the rendered grid.
A 2 dimensional array with X and Y axis following the sides of the cells (like what you'd do with a plain grid of rectangles), instead of the vertices, resulting in diagonal axis in the rendered grid.
What is usually done in these situations? Is one better than the other? Is there a better way I'm missing?