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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1447262799176.png (405.56 KB, 640x448, 10:7, ys4ps2-04.png)

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?

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


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.


f08f9b No.23855

>>23774

>turning off perspective

that about sums it up


85ff09 No.23858

>>23774

>turning off perspective

wtf does that even mean


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


147947 No.23861

>>23855

Yep, if 3D you also need to use an 'orthographic' camera. Forgot about that detail.


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


8d4f4e No.23875

File: 1447730405488.gif (21.18 KB, 600x491, 600:491, projection_example.gif)


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


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?


9cdf31 No.23907

>>23885

Draw back-to-front. Especially for 2D, that is by very far your best option.


d6a1dc No.23928

>>23907

>>23885

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.


d8cff5 No.23956

>>23875

>Parallel lines touch at infinity vs Parallel lines never touch

Isn't that the same thing?


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.


768c68 No.24156

>>23956

In projective geometry, infinity is literally a point/line/plane/whatever, and parallel objects do literally intersect in the infinite




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