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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.
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 …
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 …
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. …
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 …