For my school project, we're working with 2D, and I am currently in the long and arduous process of modefying a pre-existing engine that's nearly garbage into something workable for my group.
I am taking a 2D side scroller using Directx11 and some 3D features, and completely remodeling it into a 2D engine that's making use of prerendered isometric sprites.
Naturally the camera angle is looking down at 30, and to the side by 45 when the sprites are rendered to maintain a 2x1 pixel ratio of width to height.
After taking a break and nearly completing the rendering and animation code that my group will be using. I decided to play a bit of Diablo 2 to relax and get some inspiration.
That was when I ran across a neat little trick that I couldn't quite wrap my head around very well.
A game made back in 2000 and was fully 2D, actually did an amazing job at faking a perspective projection with parallax.
Image courtesy of Simon Schreibt
After reading his blog... it didn't seem right to me.
It felt like there was quite a few details that were missing.
The most I know about perspective really came from art classes that I was forced to take in University. Which requires a horizon line, which is normally marked by the viewer's eye position and several focus points.
Looking at this you really couldn't see the horizon line... but another image later....
Shows that the horizon line is somewhat under the character, So it's top focused.
Judging by the angle, I can only say that the the actual focus points are far off in the distance, with some additional data to tell the engine what focus point to use.
But I'm not very sure on how this was done... and everything was still tillable.
Hell the ground stumps me.
Does anyone have any insights?
All images are from this man's wonderful blog.
https://simonschreibt.de/gat/dont-starve-diablo-parallax-7/