I made all kinds of logic (waypath, aso) for my strategical game, based on XNA (monogame). Now I "misused" the Vector2 a little bit: As I'm working from a "top-down" perspective, I'm using the Y-axis of Vector2 as Z-axis.
My next step is to draw the elements on the screen: I think the axometric-view called "bird view" would suit the game most.
I spent most time of the weekend searching for a way to achive this, but without any luck.
I know how I would draw the objects and defining the depths, but I have no idea how to "calculate" the top-down-position to the one with the perspective.
Here's a picture of what I want to do:
How do I calculate the "real" position (here on the right-side) to the perspective-view (on the left side)? From my research I know the key-word is matrix, but that's all I’ve got.
I don't know to define this bird-view, nor how to proper set up the matrix. I guess with something like Matrix.CreateLookAt? And if so: Would I have to change all my Vector2s to Vector3, to use the "real" axis, or is there another way I could achive this?
Any help would be greatly appreciated.