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How Does One Paint Isometry?

Name: Anonymous 2015-01-30 22:38

The usual drawing order is
1
2 3
4 5 6
7 8
9


But then tile 5 will overlap sprite moving between cells 2 and 3

And you can't draw underlying tiles before the sprites, otherwise large sprites would mess the higher level tiles. Typical tile cubes in games like X-Com and Magic & Mayhem are 32x32x16 (allows modelling nice curved terrain), while sprites are several times higher to maintain proportions

Name: Anonymous 2015-01-31 8:21

>>14
You've totally failed.
Rude!

How do you determine drawing order of roof, so that 10 won't overlap some sprite standing on cube 6 or 7?
If there was a sprite there, it would have gone into the sort. Given two aligned rectangular prisms, you want to determine which could be in front of the other. Just take the coordinates of the bounding box and project onto the line parallel to the camera's direction. The camera is pointed in (1,1-1) or something like that? Normalize it if you want to, and just dot product that with coordinates and compare the values you get. It'll tell you the depth, up to a scalar if you don't normalize, which matter for getting the ordering. Do it to the coordinates of the vertices on the bounding boxes for the sprites.

The wall cubes are 7.5

You are being mean so I will not continue discussing this. Good day.

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