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 Calculating Isometry
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XaosII
Neophyte

4 Posts

Posted - Jul 15 2004 :  8:59:34 PM  Show Profile  Reply with Quote
This isn't really directly related to VB so much as it is a math question.

I was wondering how would you go about calculating isometry? typically, this isn't a problem for "traditional" isometric games. You just kinda rotate the square tile to the angle of your desire to achieve that effect, and it is typically in the 30 - 35 degree range.

However, i would like to find a way to be able to to truly calculate it, so that'll even work for non squared tiles!

Its been bugging me a bit and i havent found too many answers since every topic of isometry deals with squares and doesnt usually contain much math and I've been wanting to do a hex-based isometric game.

Anyone got any pointers?

EDIT> this is for a 2d game, i'd imagine in 3D camera perspective would handle the illusion of it for you

Edited by - XaosII on Jul 15 2004 9:01:01 PM

Eric Coleman
Gladiator

USA
811 Posts

Posted - Jul 15 2004 :  9:00:33 PM  Show Profile  Visit Eric Coleman's Homepage  Reply with Quote
does this help? http://www.vbgamer.com/article6.asp

If you want arbitrary angles you can either use a 3D video card to perform the transformations in real time, or you can precalculate the tiles for a 2D game. For the first method, you simply use square or rectangular tiles and use an orthoganal projection matrix. The second option is more difficult because you'll have to know a bit about 3D matrix transformations, http://www.gamedev.net/reference/articles/article1279.asp and also texture mapping http://www.gamedev.net/reference/articles/article366.asp . The idea is map your tile onto a quad, and then using a rotation matrix you can position the quad however you wish, and then simply render the quad.

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