Jump to content
  • Advertisement
Sign in to follow this  
streamer

3d objects in isometric view

This topic is 4772 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello. Hmm...I saw in Sacred FRP that map and background graphic are made of simple bitmap graphic, but the "sprites" are actualy 3D objects. How can I achieve that 3D object is rendered in isometric style in XYZW space? Any idea?

Share this post


Link to post
Share on other sites
Advertisement
Quite some time ago, before I really started work on Golem3D, I built a test hybrid engine that rendered levels in the isometric style like Golem 1, but with 3D characters. I was able to use the same graphics (diamond-shaped tiles, diamond-ish walls, etc...) for the tiles through some tricky manipulation of texture coordinates.

I set up the camera for a 3D orthogonal projection, gave it a ~35 degree rotation around the x axis and a -45 degree around the y axis, then moved it to a good spot. Each tile in the map still had a floor and 2 walls, just like in the 'standard' iso engine used in Golem 1, but the tiles were set up as partial boxes in 3D space, with the isometric graphics mapped onto the floor and 2 of the walls of the boxes. I set up the (u,v) texture coordinates to selectively 'snip' out the skewed isometric-style graphics and correctly map them to the polygons of the tile, so that when the scene was rendered using standard 3D techniques, the appearance was pretty much identical to that achieved by the standard isometric renderer.

After that, it was simply a matter of adding 3D animated characters to the engine, using standard techniques.

I actually vastly preferred this method of doing things, over the older standard isometric method, as I did not have to fiddle around with all the various issues of correct drawing order that plague standard iso. The z-buffer took care of correct overlap of objects for me. A few other problems were solved, and I even got significantly better performance in the bargain due to some optimizations I made involving VBOs that were not available in the original version.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!