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?
Isometric Projection in Game Development
21–30 of 96 posts
Re: Isometric Projection in Game Development
#22Most "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?
Re: Isometric Projection in Game Development
#23Most "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.
Re: Isometric Projection in Game Development
#24The 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
#25Earlier 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?
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
#26Most "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.
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
#27Gustavo 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 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
#28Gustavo 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?
[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
#29What 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…
Re: Isometric Projection in Game Development
#30What 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…