![]() On the other hand, if we are using "true" isometric angles, for every two pixels we moved horizontally, we need to move 1.732 pixels vertically. Using this angle configuration, for every two pixels we move horizontally, we move exactly one pixel vertically. A 2:1 ratio can help us render pixelated lines more precisely. These "pseudo" isometric angles also makes things easier on the machine especially older ones. Isometric projection is, again, a method for visualizing 3D objects in two dimensions, but when we use proper isometric projection we make the angles between the x-axis, y-axis, and z-axis equal 120 degrees. Isometric ProjectionĪll this discussion about different projections is interesting, but what we really want is to discuss isometric projection. Right! So, now that we know what projection means and we briefly mentioned the two most popular types of projections in games, let's talk about isometric projection. Things that are far away appear smaller, and things that are close appear bigger!
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