Timeline for Picking a tile in an Iso Engine
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
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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 |