# Tag Info

Accepted

### Adapting tilemap algorithm to support isometric tilemap

You don't need to change the parser, just the renderer. The tiles will be at the 'same' place, except the projection is different. The good news is that the good context 2d can do isometric just by ...
• 1,413
Accepted

### In a 2D game with an isometric camera (like Bastion) do I need to create a new animation for every angle the player is facing?

You can always just use 3d models instead of 2d art (3d models don't neccessarily mean a 3d game). Apart from that, not much. You could mirror half of the sprites, but that may interfere with the ...
• 14.5k

### How do I determine the draw order of isometric 2D objects occupying multiple tiles?

Here is a solution without resorting to 3D coordinates or splitting your sprite into 1x1 elements, that works if your objects occupy rectangular areas of tiles. Let ...
• 1,025
Accepted

### Rendering models in isometric view

Firstly, a 2:1 ratio is not isometric. It is a similar-looking dimetric projection (where two of the three axes are equally foreshortened, and the vertical axis is slightly less so) Isometric ...
• 112k

### How can I generate isometric sprite sheets from 3D animations?

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 ...
• 2,826
Accepted

### Smooth path/direct movement

You could look at Theta* - it's invented for exactly that purpose. Pretty much like A*, except when adding a node it tests if the new node can be reached directly from the active node's parent, and ...
• 166

### Isometric view : what is the right angle to use?

When people refer to an isometric perspective in the context of pixel art or video games, they are usually talking about a dimetric projection where the z-axis is vertical and the x and y axis go ...
• 111k
Accepted

### Isometric vehicle animation

I guess you have two options: Render more angles, 12 or 16. If you create your asset in a 3d program you can create it once and render many angles in no time. Only limit is the texture size. I guess ...

### How do I determine the draw order of isometric 2D objects occupying multiple tiles?

Brief : This answer suggest to break big sprites into one by one tiles so the zPosition for each sprite which is used to sort them in depth will work correctly. To understand my proposal you will ...
• 1,233
Accepted

### Is it a good idea to use per pixel collision detection in an isometric game?

The problem with per-pixel collision detection is that 1. it can be very slow and 2. your graphic design can have a lot more impact on your game mechanics than you would like. It is usually better to ...
• 111k

### How to convert 3D coordinates to 2D Isometric Coordinates?

You can represent the transformation between 3D world coordinates to 2D screen coordinates as a projection matrix: \begin{bmatrix} x\\ y\\ z \end{bmatrix} = \begin{bmatrix} X_x & Y_x & Z_x &...
• 112k

### Isometric view : what is the right angle to use?

As I found out later here isometric in video games in game development it is better to have tiles with a 1/2 height/width ratio, which displays better and is nice for calculations. As I measured, ...
• 181
Accepted

### How do I get the mouse coordinates relative to my whole scene with Monogame?

I don't have a specific example for an Isometric camera, but it sounds like you are asking about the basic camera system in general. The camera I use in my games is somewhat simple and is illustrated ...
Accepted

### Isometric graphics with fake perspective

I want to thank everyone who took their time to respond to my question. I finally came up with my own solution, which nevertheless was inspired by the suggestions here. Especially this comment from ...
• 246

### Are the same number of tiles displayed in an isometric game regardless of phone orientation?

This is a square grid shown using an isometric projection: Note how it's wider than it's tall. In fact, even if the grid was a rectangle with unequal sides, it still will be wider than taller, due ...
• 14.5k
Accepted

### Are the same number of tiles displayed in an isometric game regardless of phone orientation?

In a typical isometric-style projection, tiles are roughly twice as wide as they are tall (depending on whether you're using true isometric or its close cousin often used in games, the 2:1 dimetric ...
• 112k

### Isometric Tile-Based Pixel Game Code Structure

2D It is normal for 2D games to have these drawn and ordered / overlapped by code (loop), using e.g. the painter's algorithm. However, there are special conditions for constructing complex isometric ...
• 29.1k
Accepted

### How do I use tiles and sprites together in an isometric scene?

The artificial depth from x and y is worth exactly as much as a the one from perspective projection, meaning all normal depth operations apply to it. There are essentially two possibilities for ...
• 1,263

### What is isometric game?

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: ...
• 355
Accepted

### Screen coordinates to isometric coordinates?

These are (simplified version of) the formulas I use in my current project wizardwar.com: ...
• 111k

### Best visual way to build a "near isometric" 2D view

These are the two main solutions I can think of: If you use tilesets, add a rectangle on top of your tiles. You should also move the collision detection up a bit, not to have your character walking ...
• 1,718
Accepted

### 3D isometric depth sorting

You can do it with a topological sort (usually) but even with just straight rectangular prisms you can still get cycles, so you have to watch out for that. But you may well be able to avoid that in ...
• 146

### 3D models on 2D background perspective mismatch

You could try applying some form of vertex shader (or similar model modification) to fake some of the perspective: As I understand it, all models in the game are actually at a kind of shear slant. ...
• 229
Accepted

### How do I reverse "Cartesian->Isometric" function?

If you ignore the constants you have in your calculations (such as tile width, for example) the calculations for isometric to cartesian and back are usually; ...
• 4,191
Accepted

### Isometric 3D grid - what order do I render elements in the grid?

What is the problem? Generally speaking, you want to do a topological sorting, where the nodes are your bricks and the edges mean "is this node behind that other node" relationship. So all you need ...
• 2,535
Accepted

### Can I use physics in Isometric map based games?

The answer is YES, You may set the gravity vector to (0, -some number) for this purpose, your code which multiplies the g scalar with sin and cos of 45 degree will be true if the Sprite Kit physics ...
• 58

### How to code a multi level isometric map?

One approach to a multilayered map would be an array (or 2-dimensional array) of linked lists or vectors holding tile objects. So your tile struct would either hold a pointer to the next tile above it,...
• 134
Accepted

### How would you design a transformation matrix to project absolute coordinates to any orthographic projection desired?

I'm going to make some assumptions... Your 3D world coordinate system is left-handed, with the y axis pointing up in the world. You want to convert to camera space, where y is up on the screen, x is ...
• 112k

### Pathfinding in Isometric Phaser with Tunnels

I disagree that you have to have a 3D map for this, and depending on how far along you are and how you implemented things, it might be a lot of work or bring other problems if you try to convert your ...
• 2,056