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Martin P.

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Everything posted by Martin P.

  1. Haha, ok thanks. I just wanted to know the best approach for an isometric game. Btw, Rick & Morty rocks
  2. Hi, I recently started a little project of mine. I wanted to make an isometric project, not sure where I'm specifically going, but we'll see, probably more to the Fallout style. Anyway, I also stumbled upon the post: Well, first of all. I've currently made so that I only have to take a single flat texture and it will automically shift the pixels to match an isometric wall's mask, so - less textures and less tinkering around them, yay... BUT it's in 2D right now, so nothing hardcore here... Now, the problem that I stumbled upon that I can't figure out is - How exactly PZ draws these 3d walls? Well, technically speaking, if I were to use 3D, but make the projection Orthographic, I'd get a topdown view, but that also would mean that I couldn't just use wall planes, because they would be invisible, meanwhile using floor planes would just draw a rectangle on a screen. Maybe I can actually make a transformed floor plane/vector (romb, paralelogram), assign a texture to it and set depth relative to "-y" coordinate? Basically, it would be identical to as just placing sprites on top of each other in a 2d view, but in this case, it would be done with actual 3d objects and 3d draw ordering (z-buffer), I guess... What are your thoughts, any ideas? What would be the best way to accomplish a 2d Isometric game, like PZ, Shadowrun Return, Fallout? Thanks regardless, E.P. Martin
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