Quote:Original post by O-san
Thank you! Well... there really isn't much difference except I render my objects from 2D images instead of real 3D objects. The under laying engine of the isometric graphics shown above is an ordinary 3D engine. The difference lays in how I map my textures onto the objects.
I can draw all my isometric objects in an ordinary painting program; the detail level is not restricted by polygon count. For example this pillar can be drawn in Photoshop and rendered in game using 6 triangles; this speed up the manufacturing time of resources and uses fewer polygons than a real 3D object would... which results in faster frame rate. And yes, I also like the graphical style of isometric engines.
Ah I understand now, I first thought your engine was fully 2D. I also read some of your earlier posts about it and I now see how you are doing it and it seems to be very clever method.
Quote:Original post by O-san
Another benefit of using 3D hardware is that the objects can be rendered without sorting them back to front and I also don’t need to cut them for the sorting to work. This was actually the main purpose why I switched from 2D to 3D. The development of a multi depth isometric engine can be a real headache without 3D hardware.
Yeah, I actually have some experience in that area and definately see the benefits of using 3D hardware, though implementing it like in your project doesnt seem to be very easy either.
Here is pretty old picture of my 2D isometric engine with non-hardware-accelerated per tile lighting (without actual object shadows) for reference. [smile]