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Isometric Geimus Nodev 11/11/15 (Wed) 17:26:38 b50fc2 No.23774
Making Isometric games like pic related is pretty much turning off perspective or do I need to model things in a certain way?
Nodev 11/11/15 (Wed) 18:20:36 097d52 No.23776
Well are you doing 2D, 3D, or something in between?
If you're doing 3D it seems fairly simple, mostly it's about camera control
If you're doing 2D you need to be something of a consistent artist for everything to look as if it's at the same angle
Nodev 11/11/15 (Wed) 22:47:23 147947 No.23777
If you mean 2D, you need to adapt to perspective and if you like, just use something like Tiled as it has isometric support.
If you mean 3D, just use regular tiles and leave the camera floating at a diagonally downward facing angle.
Nodev 11/15/15 (Sun) 16:57:40 f08f9b No.23855
>>23774
>turning off perspective
that about sums it up
Nodev 11/15/15 (Sun) 23:00:29 85ff09 No.23858
wtf does that even mean
Nodev 11/16/15 (Mon) 01:11:06 bfe855 No.23860
Isometric in 3d works by using a camera with a low field of view.
https://en.m.wikipedia.org/wiki/Isometric_graphics_in_video_games_and_pixel_art
Nodev 11/16/15 (Mon) 01:31:40 147947 No.23861
>>23855
Yep, if 3D you also need to use an 'orthographic' camera. Forgot about that detail.
Nodev 11/16/15 (Mon) 20:54:11 147947 No.23869
A favorite Youtuber of mine just today uploaded how to make 2D isometric maps using Tiled:
https://www.youtube.com/watch?v=IL09GkElaoc
Nodev 11/17/15 (Tue) 03:20:02 8d4f4e No.23875
File: 1447730405488.gif (21.18 KB, 600x491, 600:491, projection_example.gif)
>>23858
Nodev 11/17/15 (Tue) 06:58:09 a3bba3 No.23880
1. Open Unity
2. Create a camera
3. Make sure its set to orthographic and not perspective in the camera settings
4. ???
5. PROFIT
Nodev 11/17/15 (Tue) 09:10:53 ce13b1 No.23885
The nice thing about isometric is with opengl/directx you can draw sprites with a depth buffer value, so no need to carefully front-to-back draw, no clipping or order issues, 1-bit alpha mask for odd shapes and holes.
Any tips for transparency blending?
Nodev 11/18/15 (Wed) 00:26:59 9cdf31 No.23907
>>23885
Draw back-to-front. Especially for 2D, that is by very far your best option.
Nodev 11/18/15 (Wed) 21:38:24 d6a1dc No.23928
>>23907
You're going to be drawing from some sort of map structure, so back to front drawing shouldn't be a problem at all. Your map would already be sorted in your data structure.
Nodev 11/20/15 (Fri) 06:22:04 d8cff5 No.23956
>>23875
>Parallel lines touch at infinity vs Parallel lines never touch
Isn't that the same thing?
Nodev 11/20/15 (Fri) 08:11:45 9e2b45 No.23958
File: 1448007105754.png (27.67 KB, 215x219, 215:219, d8cff5.png)
>>23956
>Isn't that the same thing?
No.
That's like saying those 2 lines are the same.
Both never touch the x axis.
Nodev 11/29/15 (Sun) 21:57:29 768c68 No.24156
In projective geometry, infinity is literally a point/line/plane/whatever, and parallel objects do literally intersect in the infinite