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How can I achieve a similar look to this "2.5d"-ish art style?

I tried to replicate the scene in Unity, so I'm using its reference system but this solution can be adapted for any other development environment as well. This is the camera setup I used: Position: <...
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How to calculate camera view matrix from world transform, specifically the orientation?

The view matrix represents the transformation you need to apply to a point in the world to get it into camera space — a space where the camera is the origin, the x+ axis points to the right of the ...
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