Isometric colision & movement
by Liam Edenkov · in Torque Game Builder · 03/11/2010 (10:41 am) · 1 replies
Hi, I want to buy TGB but before I have some questions for you.
I know TGB can't do isometric tileset yet, also I'm not interested on it.
I'm a 3D artist and I would like to do my iso level in 3D and rendered them in 2D with separates layers for first and other plan and integrated them in TGB.
My question is : Is that possible to make perfect colision in iso perspective and perfect diagonal movement (don't remember angle) for player character.
Thank you.
PS : I'm french, I know my english is far from perfect...
I hope you will understand what I want to say ^^
I know TGB can't do isometric tileset yet, also I'm not interested on it.
I'm a 3D artist and I would like to do my iso level in 3D and rendered them in 2D with separates layers for first and other plan and integrated them in TGB.
My question is : Is that possible to make perfect colision in iso perspective and perfect diagonal movement (don't remember angle) for player character.
Thank you.
PS : I'm french, I know my english is far from perfect...
I hope you will understand what I want to say ^^
Torque 3D Owner Aaron Miller
But there's no provision for sorting for 45 degree angle walls. Using the method described above your character would pop behind or in front of the wall at different points based on where the two sort points were in relation to each other.
I haven't done this but what you could possibly do is sort manually, either doing math in script to mimic a "sort line" or possibly using triggers or character position to draw parts of the level (such as a nearby wall) over the player based on where their character was standing.