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I hope this is the answer to your problem, not something obvious you already know. If it is, sorry! You can keep the track of the last loaded tiles in each direction in blue dimensions and the movement of camera in red ones. For example, when the user starts, if it starts from the center, mathematically, the tiles will be loaded based on this formula: ...


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You could try applying some form of vertex shader (or similar model modification) to fake some of the perspective: As I understand it, all models in the game are actually at a kind of shear slant. When viewed from above, it gives all the objects in the scene the same kind of look and perspective that they had in the snes days: There should be a way to ...


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I think your problem might be related to the "Size" attribute of your camera. A higher value will cover a bigger area, and also make the displayed objects move slower. When using several cameras, this might cause the illusion of one objects being further/closer and moving slower/faster. This could also mess up the position where the object is being ...


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Did some testing and I think your only mistake is in adding the offsets rather than subtracting them. Other than that it's been working for me, although you could simplify those equations quite a bit to get rid of all those divisions. While trying, I've written this example code on JSFiddle. I omitted drawing the grid, but you should see a moving "tile" ...


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You're using a transform one way or another. With an isometric view you can pre-transform your entire scene but technically will still be using a transform if you do any scrolling. It'll be just a translation but it's still a transform. Doing transform on the fly lets you move the camera. (Taking a page from the hitch-hiker's guide: you're actually moving ...



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