ISO3D Angles and values

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5 comments, last by Programmer16 18 years, 8 months ago
I'm trying to setup a ISO3D world and my angles aren't turning out right. Plus, my movement values don't look right. X Rotation Angle - 61.0f degrees Y Rotation Angle - 0.0f degrees Z Rotation Angle - 45.0f degrees And then to move: UP: -2, 1 DOWN: 2, -1 LEFT: -1, -1 RIGHT: 1, 1 1) Any inaccuracies that I don't know about? 2) Should I along the Z-axis any? Thanks!
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I'm not all into this, but... first off

Why do you have different speeds in different directions? Aren't you using 3D (where blocks are e.g. 2x2, and then rotated by a matrix to make it _look_ like 2x1)?

And the rotations, first question, what are you rotating, blocks, the entire world?

Considering that texturing would be a lot better if you didn't rotate anything around Y that is what I suggest... so really, all it boils down to is rotating it around X so that the tiles won't get so high, but more like 2x1. (Instead you would have "prerotated" blocks that are textured as a rectangle (think of the SimCity textures))

(Considering XYZ to be what they usually are, that is, X is horizontally, Y is vertically, Z is depth)
Hmm, why does it do that...
EDIT: If that didn't help so much, try explaining a little more that you are trying to do, as it could be virtually anything.


I'm not rotating around the Y any. I'm rotating the whole world. I was just trying a different speed, I've also tried 1x1 movement.

Thanks for the response.
This is what my grid looks like with x(PI/5) z(PI/4)
You have perspective on it, that's why it doesn't really look isometric I guess, for a first. (unless that is intended)

But it is really hard to make something senseful without having an actual object that has some height as everyone knows a floor could look as what ever you like.


Well, I'm in Florida now, so I can reply (yay!) I've decided that I'm going to make a regular 2D RPG for now and then I'll just make a full-out 3D game when I'm finished. Thanks for the responses guys!

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