Skip to main content
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
Results tagged with
Search options not deleted user 15836

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 …
Markus von Broady's user avatar
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 …
Markus von Broady's user avatar
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
Markus von Broady's user avatar
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. …
Markus von Broady's user avatar