The terms 2D and 3D (as you probably already know) refer to the number of spatial dimensions in a Euclidean world-space. This dimensionality must be an ordinal number; there is no such thing as a half dimension, so the term 2.5D is really a nonsense term, and has no intrinsic meaning. That said, 2.5 is "somewhere between" 2 and 3, so 2.5D generally means ...
I'm actually one of the Don't Starve devs (Kevin on our forums). I don't usually handle the rendering stuff, but I can tell you that the game is in 3D. The ground is just a regular 2D tile map with special transition pieces to make corners look better. There's no special Deathspank-style rounding going on, although we have talked about doing that in the past....
The first game I'm aware of that had the term "2.5D" applied to it was Doom (although Wolfenstein 3D qualifies in some sense too).
Wolfenstein 3D was a basically 2D game with a 3D presentation. You navigated a 2D maze, all the floors were flat, all the ceilings were at the same height, there were no windows, doors were floor-to-ceiling and opened sideways, ...
Going to try and doodle up what I mean here as soon as I finish typing this, but:
What about merging the two?
Use the second (occlude by base) for everything that isn't a wall and the first (occlude by tops) for lighting the walls?
You actually did this by accident in your second example, with the wall that goes off the bottom of the image. Extending ...
2.5D ("two-and-a-half-dimensional"), ¾ perspective, and pseudo-3D ar terms, mainly in the video game industry, used to describe either 2D graphical projections and similar techniques used to cause a series of images (or scenes) to simulate the appearance of being three-dimensional (3D) when in fact they are not, or gameplay in an otherwise three-...
2.5D is just a convienient way of saying 2D that looks 3D.
I supose you could really blur the lines of the definition if, for example, you use a 3D engine but restrict gameplay to a 2D plane only, but personally I'd consider something 2.5D is it looks 3D but acts 2D.
This is a long answer, but actually the basic premise of divide-by-camera-z is very simple: The further something is away from you, the smaller it appears. Also, the smaller distances between two things appear.
Positions (Not required reading if you're using Unity!)
Firstly, you need to render positions / points that using correct perspective.
Swapping textures will kill your performance. Modern hardware has only gotten more susceptible to this problem, not less, as the speed and power of the shader units and video RAM are growing much faster than the speed increases of the bus between system RAM and the GPU.
The only sane approach is to cut down your texture sizes, or generate procedural ...
You need to use the range instead of the distance when you cast the ray. The range is the length of the projection of the ray onto the camera plane.
See this source.
Though IMHO some amount of fisheye distortion is kind of cool to keep around.
A Wolfenstein-style raycaster is really simple. You basically shoot beams horizontally in an arc from one side of the player view to the other edge. When a beam encounters a wall, you get the wall slices height on screen from the distance (e.g. scale_factor / distance). E.g. for this height calculation you don't need to understand anything about matrices etc,...
Best tutorial on raycasting i could find when i was researching the topic a couple years back. It's pure theory, no programming. Other than that i suggest you read about the Doom engine and the Build engine. Reading the source code is IMHO far too time consuming (it's pure C and ASM, plus plenty of ...
Here's a very detailed tutorial: Creating pseudo 3D games with HTML 5 canvas and raycasting. The key search term is "pseudo 3d game."
Also I posted the text of the tutorials scgrn mentioned. (I think I read these a long time ago. I remember the ASCII diagrams!)
This is actually a quite simple thing to do.
Use your "heightmap" as a texture input to the shader of your sprite.
Then simply add the heightmap height to the fragment depth inside the shader.
Here's a little example fragment shader:
uniform sampler2D heightmap;
gl_FragDepth = gl_FragCoord.z + texture2D(heightmap, ...
The game screen shot you posted is a 3D game.
In a 3D game, the objects are drawn using vertices to draw actual 3D objects, which are then colored, textured, so forth.
In a 2D game, the objects are taken from sprites / sprite sheets, etc.
The difference between the two is how you can view them. A sprite is like a flat piece of paper. You can not view it ...
Isometric games are indead games viewed from above, in such a way that the x, y and z axis are exactly 120 degrees from eachother. So an isometric game is a game viewed in an isometric projection: http://en.wikipedia.org/wiki/Isometric_projection (this source is very reliable :P).
So as you have already guessed, it is about the way the game is drawn.
Blender is a good start.
To get "isometric" view you just need to configure the camera to orthographic projection and place it at the correct angle above and to the side of your model.
Then you need to animate the model as required. Here you need to ensure that the number of animation frames equals the desired sprite sheet.
Then you "film" the animation ...
No. You can choose whichever coordinate system you want. The only thing to maybe consider is what coordinate systems your tools and models are in; converting is no biggie but there's only headaches to be found in being too different.
There's a lot of opinion about coordinate. I've been witness to some rather heated debates about whether it makes "more ...
I can't say for sure how that one game did it, but from the video it looks like it's just a regular 3D game world that uses billboarded sprites for game objects. Similar games include some of the Paper Mario games and the Death Spank series.
Render your terrain as 3D with a perspective camera. Maybe apply some simple vertex shader to get a little extra "...
Keep list of compatible components in each system. This way you don't have to iterate over every entity. Your entity manager can take each new entity, and dispatch its components to the correct systems.
IMO tiles shouldn't be entities. It's just too memory expensive. Also, as you noticed, tilemap needs special treatment in rendering (also physics), where you ...
You can still make the skeletons 3D, in game. Animate them once in 3D or generate their animations procedurally. Now, when you're rendering in game, use that 3D skeletal information to apply z levels to the 2D sprites that make up the body parts of your characters.
Now, when the 3D bone moves, use the 2D screen translation (of the current ...
In order for the correct parts of the sprite to be obscured by walls and other sprites, you need to create a plane in the rendering space upon which you can blit the sprite.
The plane itself should be the size of the interactable you want to draw, and its normal should be facing the camera, essentially a moving wall perpendicular to the view angle.
There are a couple of (very) old tutorials on Wolfenstein-style raycasting written by Peroxide. Search for "pxdtut7.zip" and "pxdtut8.zip". The code is written in Pascal but the concepts are explained very well.
When you trigger the transit from one animation state to another with a parameter condition, that condition won't be checked until the exit time of the transition is reached in the current animation cycle. So when you have a very long idle animation with a long exit time, it can take a while until the conditions for changing to the walk animation is checked ...
I believe the approach you're referring to as "3D bitmaps" or "voxel"(?) is found in some of the C&C series of games, specifically C&C Tiberian Sun.
What they do is is make the units up out of a reasonably small 3D array with each voxel represented as a colour, and I think they then have a set number of frames (pre?-)rendered from that via part of ...
You would need to know the angle to the element from the spectator, so, if you have
where the lines marked with pipes "|" are the "facing" directions, the diagonal is the "attack line", aº is the angle between B sight and A (-30deg) and bº is the angle between A sight and B (-30deg).
You had to add the angles to see the ...
I'm working on a game that has 3D presentation, but has many aspects that are 2D in terms of game mechanics. Specifically, the game board locations have heights, but I don't allow units to stack, etc. For me, height only matters for displaying & sometimes line of sight calculations.
I choose to use X & Y to represent the plane parallel to flat ...
Yes, both of these seem to be 3d models rendered in real-time. If they were pre-rendered or hand-drawn 2d textures, then it wouldn't be possible to see the cannons from different angles while the camera moves. And if the house was just a static background texture, then it wouldn't be possible to cast dynamic perspective shadows onto it.
Objects which are so ...
You need to prototype this, with placeholder data.
Create a simple program that outputs a sprite sheet where each frame consists of text describing what it should be (e.g. "Sprite 7 frame 5"). Use that to create the final number of sprite sheets you're going to end up with, and see how well that runs a test scene with everything loaded into memory.
If it ...
As for your first question, do you mean Weebles? Matryoshka dolls? Have you heard it called something before? I can't seem to pinpoint a certain term, but perhaps you can be the first to call it something!
The shading is basically a gradient of darker values toward the bottom of each major part of the character (body and head) and lighter toward the top.