An approximate representation, on a flat surface, of an image as it is seen by the eye.

learn more… | top users | synonyms

6
votes
2answers
2k views

Matrix for 2D perspective

I'm trying to determine whether what I'm attempting to achieve is even possible mathematically. I'm obviously not a seasoned game developer so I'm having trouble even coming up with the terminology to ...
4
votes
1answer
635 views

How to do perspective projection “parallax” but without changing the scale or offset of objects?

Hello everyone I have this problem that I have tried everything I could think of. The problem: I am making a 2D game with parallax effect but I am using 3d space so am not simulating the parallax but ...
20
votes
2answers
8k views

What is the view perspective angle of most 2.5D isometric games [closed]

I examined several quite popular games to determine what perspective angle they are using. For the purpose I created a grid that is 45 and 60 degrees isometric viewed and put it onto a screenshot (of ...
15
votes
5answers
7k views

Examples of faking 3D

Does anyone know of any good examples of 3D being faked in 2D (not necessarily code, but games I could look up)? The player has the perspective that they are going 'into' the screen and things are ...
1
vote
2answers
59 views

Cursor position to a 3D ray using angles

I've been stuck for a month trying to get gluUnProject working. After my attempts to use gluUnProject failed (as well as attempts to implement gluUnProject functionality manually) I implemented method ...
1
vote
1answer
834 views

Why are there different ways of building projection matrices?

Matrix.PerspectiveFovLH documentation page says that this method uses the following formula to build a perspective projection matrix. [w, 0, 0, 0] [0, h, 0, 0] [0, 0, zFar/(zFar - zNear), 1] [0, 0, ...
0
votes
1answer
72 views

Getting ray using gluUnProject or inverted MVP matrix

I've read a lot of topics here, on SO, opengl.org etc. Example how gluUnProject should work (from NeHe tutorial): winX = (float)x; winY = (float)viewport[3] - (float)y; glReadPixels( x, int(winY), 1, ...