On 11/3/2018 at 8:39 PM, Josheir said:
I am understanding that the depth does not change the size of the objects. I am wondering if this is a solution for me in a 3D world I am creating.
Orthogonal viewpoints mean that when you look out on the world, the viewport remains parallel. You don't see a wider view in the distance and a narrower view nearby, like you see with a camera. Something hidden (occluded) behind another object will not have perspective change so you can see it as it reaches one of the corners, it will remain hidden behind the object.
It is most easily seen by always having a square view of the world. Consider the old tile-based games of the SNES era; they stacked tiles and gave the feeling of depth, but as you walked around the world, walking North would pan the items down the screen, you could see the same width of the world in the distance at the top as you could near the bottom of the screen, close to you.
Even today in 3D games, some games use it. It works well in top-down games to help preserve a regular screen space.
Whether that solves your problem or not we can only speculate, since you didn't share what your problem is.