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I, you may have a look at Box2d light box2D light. The idea is to create shape in a box2D world and then use Box2D light to perform the shadow casting and light rendering. You then have to render the light on top of your scene.


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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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Here's how most people start out in it for "basic" terrain height maps ... Create my volume (voxel array). Generate a Y value for each x,z im interesting (terrain heightmap generation). Loop through a column of voxels from 0 to terrain height and set their values as "inside the volume" (on). Generate a mesh based on examination of the volume by looping ...


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Isometric games are indead games viewed from above, in such a way that the x, y and z axis are exactly 120 degrees from eachother. So an isometric game is a game viewed in an isometric projection: http://en.wikipedia.org/wiki/Isometric_projection (this source is very reliable :P). So as you have already guessed, it is about the way the game is drawn.



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