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Sep
23
answered Updating the jump in game
Sep
23
comment How to implement throw curve with virtual height in a 2D side-view game
If you'd like some perspective (e.g. like in the screenshot above), you'd simply modify the scene where you move the x coordinate towards the center of the screen the further away it is (y coordinate).
Sep
23
comment How to implement throw curve with virtual height in a 2D side-view game
That's a perfectly valid approach - it really depends on the perspective you'd like to achieve. Probably the soccer game I've played the most in my childhood, Nintendo World Cup, used a simple transformation using something such as x_2D = x_3D; y_2D = y_3D + z_3D;, which is similar to what you do. If it looks odd, try creating a different angle, for example cut your y in half: y_2D = y_3D / 2 + z_3D; Overall this really requires some experimentation till you find the perspective that's fine for your game.
Sep
18
answered How do I find the 2D direction to a 3D location?
Sep
12
comment XNA Arcball and moving model - the model is altered instead of the camera
Updated with a code example; not sure this will work though. :)
Sep
12
revised XNA Arcball and moving model - the model is altered instead of the camera
added 1090 characters in body
Sep
12
comment Parallax scrolling with 2D camera
Correct, but if you move the camera, you'll have to move the furthest away back together with the camera (i.e. the fastest). Essentially it appears reversed, but that's correct unless your camera is static (then you'd be right).
Sep
11
awarded  Nice Answer
Sep
11
answered Parallax scrolling with 2D camera
Sep
11
comment XNA Arcball and moving model - the model is altered instead of the camera
Sounds like you're transforming the wrong matrix (the one used for the model rather than the one used for the camera).
Sep
9
comment XNA Arcball and moving model - the model is altered instead of the camera
You'd calculate your view matrix using Matrix.CreateLookAt(posCam, posTarget, new Vector3(0.0f, 1.0f, 0.0f)); only. More details can be found here.
Sep
9
comment What is the camera direction vector for an isometric view?
Based on your axis orientation that vector would most likely be (1, 1, 1) if I haven't made any mistake. (1, 1, 0) would point straight down when shown on screen (45° to screen surface). With (1, 1, 1) it would point 45° out of the flat ground, so it should be 90° to the screen surface. But for light calculation in isometric games this usually won't be important anyway. You'd usually use three static vectors based on where the light source in your game world is, not where the screen/camera is.
Sep
9
comment What is the camera direction vector for an isometric view?
Just trying to ensure you're not thinking "outside the box" for some simple problem. :) So you want - for any given screen coordinate - a vector in world space pointing out of the screen?
Sep
9
comment What is the camera direction vector for an isometric view?
I understood that part, but why do you need it? Do you want to do raycasting for mouse interaction?
Sep
9
comment What is the camera direction vector for an isometric view?
What exactly are you trying to achieve?
Sep
9
comment XNA Arcball and moving model - the model is altered instead of the camera
If I haven't made some mistake, you'd just have to rotate CameraPositionOffset and then add it as you did before. You shouldn't have to worry about the camera's rotation as you can use LookAt() for that.
Sep
9
answered What is the camera direction vector for an isometric view?
Sep
9
answered XNA Arcball and moving model - the model is altered instead of the camera
Sep
9
answered Source Engine not clearing back buffer?
Sep
9
comment Finding possible moves for an entity in a 2d tiled game
This is essentially part of path finding (calculating meta data for movement costs). You only determine locations that are within range, but you don't necessarily determine the route you'd take as well.