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Jade

Viewpoint rotation?

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I know this may kind of defy the purpose of an isometric game, but I''ve decided to put four different viewpoints into my game (one for each corner of my diamond map) so as to prevent a mountain or other such obstacle from obstructing the player''s view of the battle, while allowing no z-axis movement. It seems this would be a simple matter of re-arranging values in the heightmap and/or vertices, but my forays into this area have been unsuccessful. Anyway, has anyone else attempted such a thing, and if so, how did you get it to work? Thanks in advance. Regards, Jade --- Justice is useful when money is useless.

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Well, instead of seeing each peak and crevice from a different vantage point, you see an entirely different heightmap. That''s about as specific as I can be, since it changes each time I run the program. Thanks for the reply.

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Guest Anonymous Poster
Try some basic trouble shooting to narrow down where the error is.

Make a test map that is split into 4 corners. In one corner give all of the tiles a height of 75% max height. In another 25% max height, and the other two 0% max height.

Now by switching viewpoints you can see if the data gets scrambled.

If so the the error is in the data transfer, if not then it''s elsewhere.

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Tombstone: Vendetta allows 8 views. Can''t tell you how I do it but it''s pretty easy.

Have you ever worked with matricies? Do you know how to rotate them?

Work it out on paper before trying to implement it into your game. Just draw a simple tiled square map on graphing paper and then draw the three rotated versions. Then look at how the rotation works and write an algo that does it.

There''s a faster way but you should start with that.

Ben

[Icarus Independent | Jump Down The Rabbithole | Tombstone: Vendetta ]

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Sorry, everybody: it looks like I''ve wasted your time. I sat down and worked out a rotation algorithm last night on my own. Thanks for your help.

-Jade

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