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zebrakorn

Manipulating Isometric Tiled Maps

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I''m developing a game with some friends and we''re at the stage of thinking of what we want to accomplish before touching a keyboard. We know we''ll want an isometric map for movement of units etc. How difficult is it to fully rotate an isometric map so that it can be seen from all angles?

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Guest Anonymous Poster
quote:
Original post by zebrakorn

I''m developing a game with some friends and we''re at the stage of thinking of what we want to accomplish before touching a keyboard. We know we''ll want an isometric map for movement of units etc. How difficult is it to fully rotate an isometric map so that it can be seen from all angles?

You can''t _fully_ rotate an isometric map since the isometric technique is primarily for 2D planes. You''ll be needing a 3D plane if you want to do big rotations, in that case forget isometric and think matrix modeling......

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Hmmm. Well, I have given this some thought and have concluded that the only way you can do this with 2d iso tiles would be to have different sets of tiles.
If you look at Roller Coaster Tycoon by Chris Sawyer you will see this. I think thats how he pulled off the rotating views. If someone knows different I would be glad to hear from you.
Aside from that, true 3d would be the prefered method. In fact I read some place that a true 3d engine doing iso is easier to work with than a 2d engine simuulating 3d



David "Dak Lozar" Loeser

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Using 3D to do iso does seem to be popular these days and thats currently the way I do it. In such a fashion all you have to do then is the neccessary transforms of your objects in 3D. I would guess such a task in 2d would really be difficult.

Sieggy

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