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Timeline for Picking a tile in an Iso Engine

Current License: CC BY-SA 3.0

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Dec 2, 2012 at 9:53 comment added Manishearth Oh, I have no interest in this post, I was reviewing. I meant for you to add that into your post--it helps prevent link rot.
Dec 2, 2012 at 3:50 comment added Tony ok basically what we're trying to do is creating a transform matrix that will match the isometric world. So then, when looking up for coordinates of your isometric tiles, all you have to do is vector v = inv(transformMatrix) * vector u. Your game camera is in fact a transform matrix. It just is very basic (identity matrix scaled by some factor). The transform matrix for an iso world is a bit trickier (rotation by 45 degree, scaling, translation) but there is nothing that is really complicated. Hope this helps!
Dec 2, 2012 at 2:24 comment added Manishearth Could you provide a few paragraphs on what a transform matrix is? Link-only answers are highly discouraged on the Stack Exchange network.
S Dec 1, 2012 at 15:22 review Late answers
Dec 2, 2012 at 2:24
S Dec 1, 2012 at 15:22 review First posts
Dec 2, 2012 at 1:34
Dec 1, 2012 at 15:07 history answered Tony CC BY-SA 3.0