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mustaukko

Isometric height projection

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Hi, I'm a comp student from finland, and I have a problem. Me and my friends are starting to make a game(this seems to be a bad pattern.. , and as a trainer we're making a bunch of smaller games to test different aspects. I'm now making a game to test few of the requirements for the iso-system we're about to use, and I have faced a real bugger. Height projection. I first took and used a pure tile based system, where a tile had it's height, this back fired in not-so-smooth graphics, as we do not fancy our terrains to look like staircases.. 3d projection is a possibility but not a wanted one, as I not very experienced in it, and because the final product should be able to have some hundred creatures in a crowdy view, and I'd like to see a 3d engine do that.. I've been thinking of different approaches to the matter, and came up with a thought of some sort of a polygon field, where these polygons could be shaded automagically hence producing shading.. Just a thought. Has anybody got experience of this sort of shit? If you're to aswer with code, use either c++, java or pseudo. mustaukko Edited by - mustaukko on 5/17/00 7:02:24 AM

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well.. the most common approach is to model the tiles as 3d surfaces.. either in a 3d modelling package which is easier and which was used in a recent major commercial isometric RPG i worked on that shall remain nameless, or drawing the surface and then drawing a heightmap for it, which is more difficult since the tile has an isometric view and the heightmap has to be top-down.

-goltrpoat


--
Float like a butterfly, bite like a crocodile.

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This small piece of action I'm testing my theories on is a simple snowfight game, where neighbourghood kids are fighting one another .. "Die Stevensson!!" ;p
So don't need a lot of textures, all I need is a simple shading system, with optional feature of snow depletion.. I'd be a good feature, if when the all the snow has been thrown out, there'd be a tennis racket underneath.. It'd give that die stevensson a good backing.
Snowy fields tend to be white and shadows blue, so that's why I have very little need for texturizing my game field.
If you can advice me to the right direction, I'll find out a way to calculate height in given spot..
See, my idea has been that if there is a grid, say 12 pixels apart, and there is a height for each, I can calculate height for sprites using simple mathematics knowing their position..

mustaukko



Edited by - mustaukko on May 17, 2000 8:05:44 AM

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