Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
A specific 3D perspective technically defined as having all 3 axes being exactly 120 degrees apart. In early video games, it is often slightly off to account for smoother pixel lines.
1
vote
How do I do random isometric paths?
Algorithms may differ depending on what culture you want represent. Mexicans and Americans build cities in a grid, that is parallel and perpendicular streets and avenues. This is the simplest to progr …
5
votes
Accepted
Isometric Screen View to World View
As a side-note, these coordinates make more sense if you interpret them as (Y, X).
You can define a 'vertical line' (from bottom to right) as y = -0.5x + a
And you can define a 'horizontal line' (fro …
10
votes
Accepted
Free movement in a tile-based isometric game
directions from:
W - up-left
S - down-right
A - down-left
D - top-right
into more intuitive:
W - up
S - down
A - left
D - right
As for your concern, I suggest that you make two functions, one translating isometric …
1
vote
Accepted
How to render axometric/isometric tiles that are a 2d array in logic, but inclined 45º visua...
Only a few days ago I answered another guy, suggesting him such logic here:
Free movement in a tile-based isometric game
This is a simple MVC approach. …