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Whats your idea of the ultimate Iso engine?

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There really is no answer to that question. A kitchen sink iso engine isnt necessarily a good thing. Yes, there are some aspects of an iso engine that are the same no matter what the project, but the more advanced features are project based.

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Guest Anonymous Poster
So what do people think would be the ultimate isometric engine?

-ddn

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REVENANT!!!

- DarkMage139
"Real game developers don't change the rules. Real game developers don't break the rules. Real game developers make the rules!"
"Originality (in games) is the spice of life!"

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I think that taking advantage of hardware accelerated D3D, where present, is a feature that should be in any ''ultimate'' isometric engine. Anything more specific than that would have to be taken on a game-by-game basis, I think.

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I wanted to jump in and agree with Kylotan. I think D3D (or OpenGL) will play a more crucial role in coming iso engines. It opens up a lot of doors for you as far a speed, capabilities and special effects go.

Sieggy

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I think the future of all engine is full 3D and I think the isometric engine will all go that way too (Someday).

A good exemple of very good "isometric" engine is the one used with Warcraft III. Even if it''s not a real iso-engine, I think it''s the way an engine should be done these days.

Darkening

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Nah, you totally dont need 3D at all for a good isometric engine. I just optimized my engine and it now runs at over 60fps in 1024x768x16 on a P200 w/ only 32megs ram. It does however use the voodoo3 2000 w/ 16megs ram, but its 2D, not 3D. You can make an extremely fast engine using a 3D accelerator card but have the engine be 2D, because the 3D card is still optimized for 2D aswell as 3D.

Darkening, you must not have a clue. War3 is totally not isometric at all, its 3D, just like Quake3 and TombRaider (the latter one being the better example since its not first person).

Possibility



Edited by - Possibility on June 7, 2000 11:47:37 PM

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Possibility,

Don''t forget there is much more to 3D than just speed. I can take the same art I use for a flat plain and use it to create slick looking rolling hills and valleys. Since you are actually dealing in 3D space you are open to a lot more manipulations without having to draw flat tiles, sloping tiles, etc. that you had to do in 2d. Also, things like lighting, special effects for fog, spells. explosions, weather, or whatever and can add a whole lot.

Sieggy

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Three words:
Image Based Rendering.


Look it up.
That''s where it will go


#pragma DWIM // Do What I Mean!
~ Mad Keith ~

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Hey, guys, look at the date of the first two posts...

---

Comes from needing to learn as much about Isometric engines as possible...

- DarkMage139
"Real game developers don't change the rules. Real game developers don't break the rules. Real game developers make the rules!"
"Originality (in games) is the spice of life!"

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