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Isometric Projection in Game Development

pikuma.com

21–30 of 96 posts

Re: Isometric Projection in Game Development

#21

Earlier quoted context omitted.

Back in my days, Google worked. Now it is a waste of time. Someone that wants to hold himself to the notion that Google was/is good really looks like someone having issues getting old

Any alternative to Google?

Claude Sonnet 3.5

Re: Isometric Projection in Game Development

#22
post #11

Most "isometric" games are in fact "dimetric", i.e. follow a projection where 2 horizontal pixels match 1 vertical pixel when tracing straight horizontal or vertical lines.

That is a really clever hack. Who first used it?

It's been widely used since the 80s or 90s - just kind of a clean way of doing it, as the other choices are not as pleasing, visually. Although, e.g. Ultima Online went with 1:1 military perspective, which looks pretty skewed in some ways.

Re: Isometric Projection in Game Development

#23

Most "isometric" games are in fact "dimetric", i.e. follow a projection where 2 horizontal pixels match 1 vertical pixel when tracing straight horizontal or vertical lines.

Which... is also in the article.

You're correct, I was hasty and didn't read it thoroughly enough before posting.

Re: Isometric Projection in Game Development

#24
The third iteration of the PC strategy game, Grand Prix Manager, was meant to be in isometric. Instead of clicking on the "Designer" button, and going to a graphical database indicating how you'd proportional the designers work, you'd click on an isometric map of the office, and watch your PC walk there and discuss the new game plan.

The iso engine worked at 60fps, in 1024x748, back in 1997. But it was pulled. It was the right tech, but for the wrong game. When released GPM3 became GP World, it reverted to the traditional spreadsheet views of GPM1 & 2. (At least it looks like they kept most of my "3D" race code intact.)

Re: Isometric Projection in Game Development

#25

Earlier quoted context omitted.

Back in my days, Google worked. Now it is a waste of time. Someone that wants to hold himself to the notion that Google was/is good really looks like someone having issues getting old

Any alternative to Google?

Bing is pretty much the next best engine, but also has targeted ads (albiet less intrusive) and IMO less relevant results without fine tuning. DuckDuckGo uses Bing's backend without targeted ads (but still uses ads). Kagi uses google backend but without Google's ad-optimized algorithms. But that's a subscription solution.

sadly your best "free" alteratives is going back to the days of smaller, specific communities, and searching through there. If the forum has a bad search, you go back to google but can then use Site:[website.com] as a filter to fine tune your results. .

Re: Isometric Projection in Game Development

#26

Most "isometric" games are in fact "dimetric", i.e. follow a projection where 2 horizontal pixels match 1 vertical pixel when tracing straight horizontal or vertical lines.

Which... is also in the article.

It's a relatively recent convention though. Isometric means "equal measurement". The measurement along each axis has nothing necissarily to do with angles.

The only difference is if you "stack" tiles vertically they slightly offset in 2d space from ones that are offset 1x+1y.

Re: Isometric Projection in Game Development

#27
post #4

Gustavo is one of the best math and programming teachers out there imo. I am currently taking the Playstation course and it's so much fun.

My daughter (12) is interested in learning coding. I think making games might be a way to keep her interested. Do you think his courses would be too advanced for a teen?

Hi. Author here! I'll try to be unbiased and say that if she's just starting out I'm afraid there are better beginner-oriented resources out there for teens. Frankly, what I do is very niche and it's not really utilitarian for those starting out.

I have a son and I asked the same question on how to start learning. I have decided to start with PICO-8 and then evolve to something else. Fingers crossed. :)

Re: Isometric Projection in Game Development

#28
post #4

Gustavo is one of the best math and programming teachers out there imo. I am currently taking the Playstation course and it's so much fun.

My daughter (12) is interested in learning coding. I think making games might be a way to keep her interested. Do you think his courses would be too advanced for a teen?

I haven't taken it, but looking at the curriculum [0], the concepts covered are easily college level. This is very low level programming.

[0]: https://pikuma.com/courses/ps1-programming-mips-assembly-lan...

If it was a few years later, I wouldn't be surprised if there were some courses for the recent Unreal Editor for Fornite that could ease a new programmer in as an interactive way to script, while learning a relevant industry tool (then again, it may also go the route of Roblox, so who knows?).

Honestly, I'd defer to either mods or games with level editors as a way to help gauge how much a child would potentially enjoy programming. Then they could try sme visual scripting like Scratch to try and make something outside of that environment.

Re: Isometric Projection in Game Development

#29

What I don't like about TFA is the inconsistent, sloppy use of coordinates. Initially x,y,z are relative to the viewer with z going from the eye to the object. Some paragraphs later x,y are the horizontal plane with z going up. Then x and y are swapped (to overlap x onto y you have to rotate it 90° clockwise, the opposite of trigonometry's standard), only to be swapped again in the picture that shows the value of the…

Yeah, small inconsistencies and some hand wavy language put me off from reading the entire article. Like, what do you mean by "vertices appear bigger in perspective projection"? Vertices are just coordinates in space with no size.

Re: Isometric Projection in Game Development

#30

What I don't like about TFA is the inconsistent, sloppy use of coordinates. Initially x,y,z are relative to the viewer with z going from the eye to the object. Some paragraphs later x,y are the horizontal plane with z going up. Then x and y are swapped (to overlap x onto y you have to rotate it 90° clockwise, the opposite of trigonometry's standard), only to be swapped again in the picture that shows the value of the…

Author here. You're absolutely right. I got so used to reading resources on paper using Cartesian coordinates and having to account for it in screen space that I overlooked this conversion in the explanations. I'll go over it and amend it ASAP.
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