ISO Ideas...
by Ricky Taylor · in Torque Game Builder · 07/10/2005 (3:48 pm) · 23 replies
Ok, I could put this in suggestions, but I want it to be a discussion. :)
The easiest. best, and coincidentally only working way I can think to do ISO is the following....
The map would have its own 3d rendering code. So as the tiles are rendered as triangleStrips(?). (or Similar) (This allows for heights...)
Then objects are rendered x, y normal and depth (Z) = y * SomeCrazyVariableThatMakesThePlayerGoBehindStuff.
What do you think people?
The easiest. best, and coincidentally only working way I can think to do ISO is the following....
The map would have its own 3d rendering code. So as the tiles are rendered as triangleStrips(?). (or Similar) (This allows for heights...)
Then objects are rendered x, y normal and depth (Z) = y * SomeCrazyVariableThatMakesThePlayerGoBehindStuff.
What do you think people?
#22
You have started a iso pack, please continue ....
We support your pack, lol.
I have try it following your pack, but I have meeted some matters.
~HugeOne
11/03/2005 (5:34 am)
@ NeoYou have started a iso pack, please continue ....
We support your pack, lol.
I have try it following your pack, but I have meeted some matters.
~HugeOne
#23
man, if i didnt promise to do a lode-runner clone i'd start on this myself :P
11/03/2005 (1:58 pm)
Btw, for isometrics, i dont think you want to allow the dev/user to set the Z value themselves. you want to abstract that, just have them give an XY grid (and maybe level, which i would call Z but then people would get that confused with the rendering subsystem)man, if i didnt promise to do a lode-runner clone i'd start on this myself :P
Torque Owner Johan Stenqvist (neochrome)
Think of all nice lighting effects that could be done - and not having to prerender everything (or draw). I think this would be *very* useful in for example a shmup-game where some ships could benefit from beeing 3d-models and still keep backgrounds (or parts of them) as usual "flat" images....
Anyway - if I ever get round to digging into the c++ code I might try exploring this path - but I wouldn't count on it...:( I don't think I know enough 3d-programming to pull that off - but maybe someone else does?
@Ricky: Sorry for hijacking your thread - this should probably had been posted in Suggestions...
Cheers,
Johan