Timeline for Dealing with occlusion in an isometric sandbox game
Current License: CC BY-SA 3.0
6 events
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Jan 21, 2012 at 22:54 | comment | added | Engineer | @TorValamo "There's always a way." So true. And prototyping goes a long way toward proof-of-concept. | |
Jan 21, 2012 at 22:47 | comment | added | Tor Valamo | @jedediah Going with a 45 degree angle (that is, from each bottom corner to the middle of screen) is a decent solution of what could be unhidden. Of course this is totally project dependent. As to what shouldn't be transparent, you could have special objects which the rendering refuses to make transparent. There's always a way. | |
Jan 21, 2012 at 21:57 | comment | added | Engineer | @jedediah, As I stated, you could use bounding boxes to create zones. You have to start somewhere. An AI will have to be used, later, to decide where those zones begin and end. And no, that's not easy. Tor's just trying to answer the question you asked, which is about occlusion. We cannot answer every problem in your game design. As it is, this question pushes the boundaries of remaining focused. | |
Jan 21, 2012 at 21:42 | comment | added | jedediah | A rotating camera gets you part way there, but you still have to cull some front-facing geometry, so that e.g. when you're underground, you don't see the surface. Along the line of site to the player, you can decide this fairly easily. But toward the edges of the screen, how do you decide what is "in front" of the player? In a game with pre-designed levels, you would want to constrain this to natural boundaries like the edges of walls. But for an arbitrary grid of voxels, how do you slice up the scene? | |
Jan 21, 2012 at 21:00 | comment | added | Engineer | +1 This occurred to me some years back. I've often wondered what the usability would be like in practice. | |
Jan 21, 2012 at 19:36 | history | answered | Tor Valamo | CC BY-SA 3.0 |