Timeline for Faking isometric graphics in a 2D space game
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 9, 2011 at 4:28 | comment | added | ZorbaTHut | That might help, but in space it shouldn't make all that much of a difference anyway. Unless you have a grid overlaid on the world it just shouldn't matter. | |
| Sep 8, 2011 at 14:28 | comment | added | John McDonald | Eg: imprimus.net/Images/Page%20Images/Downloadable%20Files/… | |
| Sep 8, 2011 at 13:58 | comment | added | John McDonald | By "rotate the world axis", I mean rotate the world in relation to the camera by 45 degrees to make "North" be toward the top-right or top-left of the screen at a diagonal instead of "North" being straight upward toward the top of the screen. | |
| Sep 8, 2011 at 10:54 | comment | added | ZorbaTHut | As near as I can tell, the ship is already being rendered correctly - the side views show it at the angle it should be for isometric to look "correct". I suppose I'm not sure what you mean by "rotate the world axis". | |
| Sep 8, 2011 at 4:18 | comment | added | John McDonald | Won't I also need to rotate the world axis to complete the illusion using this method (method #1 in the question)? | |
| Sep 8, 2011 at 3:38 | history | answered | ZorbaTHut | CC BY-SA 3.0 |