# Monogame Orthographic Isometric camera

Some time ago decided to make an "2,5d" isometric strategy game. I decided ill go with a 3d engine with a locked orthographic camera for the benefit of easier collision detection, easier depth sorting and because i wanted to try myself in 3D. I come from a Java background, so i've chosen C#/Monogame. After reading some articles on the internet i finally created camera that would display things the way i want but i have this feeling at the back of my head i've done something hooribly wrong/stupid. My camera setup looks like this:

basicEffect = new BasicEffect(GraphicsDevice);

Matrix ypr = Matrix.CreateFromYawPitchRoll(0, 0, MathHelper.ToRadians(-45f));

Matrix rotation = Matrix.CreateFromAxisAngle(new Vector3(1,-1,0), MathHelper.ToRadians(45f));

camPosition = Vector3.Transform(new Vector3(0, 0, 500), rotation);
camTarget = Vector3.Forward;
camUp = Vector3.Transform(Vector3.Up, ypr);

worldMatrix = Matrix.CreateWorld(new Vector3(0, 0, 0), Vector3.Forward, Vector3.Up);
viewMatrix = Matrix.CreateLookAt(camPosition, camTarget, camUp);
projectionMatrix = Matrix.CreateOrthographicOffCenter(0f, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0f, 0f, 5000f);


Ive drawn some lines along the x and y axis and the camera seems to produce the "expected result" of

Is there a better/more canonical way of creating camera like that? I tried using

Matrix.createRotationZ(MathHelper.ToRadians(45f))


And transforming the camera position with it but the camera just refused to rotate around the Z axis, nothing happened.

So. Is there a "proper" way of setting up a view like this?