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I don't have a specific example for an Isometric camera, but it sounds like you are asking about the basic camera system in general. The camera I use in my games is somewhat simple and is illustrated in the figure below: The Camera class contains the following member variables: Vector2 position; Vector2 viewport; Rectangle worldRectangle; Converting ...


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I don't think you need sin/cos. This is simple vector math. A vector is calculated by subtracting a point from another, as in target minus the source. In your case, the vector from (2,2) to (8,9) would be (8-2,9-2) = (6,7). Now you can always recover the target by adding the vector to the source (6,7)+(2,2)=(8,9). If what you want is to have 3 steps, just ...



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