Timeline for Checking if an object is inside bounds of an isometric chunk
Current License: CC BY-SA 3.0
17 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 23, 2012 at 19:49 | vote | accept | Amit Assaraf | ||
| Sep 21, 2012 at 14:29 | comment | added | House | You need to separate your drawing code from your data structures for storing your world and objects. The world and objects should simply be stored in a 2D or 3D array, then drawn in an isometric representation. You're really confusing things if you're trying to store everything in a isometric fashion. | |
| Sep 21, 2012 at 14:28 | answer | added | AturSams | timeline score: 3 | |
| Sep 21, 2012 at 13:41 | answer | added | FxIII | timeline score: 3 | |
| Sep 21, 2012 at 12:29 | history | edited | Martin Sojka | CC BY-SA 3.0 | Updating some formatting of the code; inlining the images |
| Sep 21, 2012 at 12:26 | comment | added | Martin Sojka | If it's just a question of "In which tile is this point?", would the transformation matrices between tile-space and screen-space I wrote in an answer to "How to convert mouse coordinates to isometric indexes?" help you? | |
| Sep 21, 2012 at 11:19 | comment | added | Amit Assaraf | But different objects have different speeds. | |
| Sep 21, 2012 at 11:14 | comment | added | Jari Komppa | You know what tile the objects start at, and when they move, you can easily calculate what tile they move to. | |
| Sep 21, 2012 at 11:13 | comment | added | Amit Assaraf | How would I do that? | |
| Sep 21, 2012 at 11:13 | comment | added | Jari Komppa | Instead of trying to figure out whether some point is in some tile, it might be easier to track the current tile for each object. | |
| Sep 21, 2012 at 11:08 | review | Close votes | |||
| Oct 13, 2012 at 3:02 | |||||
| Sep 21, 2012 at 11:04 | comment | added | bummzack | possible duplicate of Isometric rendering and picking? | |
| Sep 21, 2012 at 11:01 | history | edited | Amit Assaraf | CC BY-SA 3.0 | added 8 characters in body |
| Sep 21, 2012 at 10:55 | history | edited | Amit Assaraf | CC BY-SA 3.0 | added 580 characters in body |
| Sep 21, 2012 at 10:55 | comment | added | Amit Assaraf | Till now what I had in my game is you could only move tile by tile but now I want them to move freely but I still need them to have a tile location so no matter where they are on the tile their tile location will be that certain tile. then when they are inside a different tile's bounding box then their tile location becomes the new tile. Same thing goes with chunks. they do have an area but the area does not matter in this case. and as long as the X and Y are inside the bounding box then it should return true. they don't have to be completely on the tile. | |
| Sep 21, 2012 at 10:45 | comment | added | Jari Komppa | Are objects just points, or do they have an area? What are the coordinates? Can an object move freely or tile-by-tile? Does it matter if object isn't completely on a tile? | |
| Sep 21, 2012 at 10:41 | history | asked | Amit Assaraf | CC BY-SA 3.0 |