4,330 reputation
1427
bio website
location
age
visits member for 3 years, 8 months
seen 21 hours ago

Mar
24
awarded  Enlightened
Mar
24
awarded  Nice Answer
Feb
6
answered More Efficient Data Structure for Large Layered Tile Map
Oct
11
awarded  Notable Question
Jul
28
awarded  Yearling
Mar
13
comment Is it possible to map mouse coordinates to isometric tiles with this coordinate system?
@AndrewAustin I linked the derivation at the start of my answer, but here is the link again. What you do is to calculate the inverse matrix of the tile-space to screen-space transformation matrix. Check any basic geometry book which has a chapter about projections for details.
Feb
21
awarded  Nice Answer
Dec
8
awarded  Enlightened
Dec
7
awarded  Nice Answer
Dec
5
awarded  Nice Answer
Nov
16
answered Boat passing under a bridge in a 2D tile based RTS
Nov
13
answered How can I reflect a point with respect to the plane?
Nov
9
answered If I project a sphere in 3D will it be a circle?
Nov
2
answered How do I do random isometric paths?
Nov
2
revised How do I do random isometric paths?
Added the image
Oct
31
comment Is there a multiplayer game engine where you can write the logic in any programming language?
@georgek: Obviously it's been done before; IRC bots use exactly this method. Also obviously, there's nothing to learn from the concrete implementations as far as engine design goes. From the engine's point of view, those are just another set of (possibly specially privileged or restricted as far as some commands go, but you need this system anyway to distinguish between normal users, guests and admins at the very least) users.
Oct
30
answered Is there a multiplayer game engine where you can write the logic in any programming language?
Oct
29
revised Custom Music in Skyrim's Creation Kit?
Tagging with skyrim
Oct
29
revised Skyrim Creation Kit with Xbox 360
Tag changes: -programming (has nothing to do with that), +skyrim
Oct
29
comment Why do we move the world instead of the camera?
Though while the camera doesn't exist as such, you can still calculate its position before the transformation. In some cases however (non-axis-aligned parallel projection) you'll end up with more than one of the usual coordinates "at infinity" (positive or negative), which is less useful than the transformation matrix.