Isometric Graphics

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8 comments, last by awarnick 24 years, 7 months ago
Errrr ... yes ...
they render 1000000 images ...

each still sprite is around 50kb ... ussually compresed a bit ...

and if you take 1000000 x 50 ... it's just 50 megs ... that's not much for enough graphics for the whole game, but too much work we 3d'ers do ...

* when you make something from 3d ... you can render it from different views, so you don't acctually work on all the graphics from scratch but on each object from scratch

that's still a lot of work, but i personally like it more than 3d because of the huge quality difference ...

* Like in game I may start there are sprites for quality stuff, but a building for example may be 3d and with good textures so it would look good ... so ussually the basic landscape is made from patterns and textures

hope it helped ...

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HELLLLLLLLLOOOOO? anyone alive in here??? I'm not talking about 3d, i'm talking about 2d isometric view... If they want to have 360 different directions to view the characther that means they have to do 360 different renders for each different spirte. So if you have walking they is another 360, etc, etc, etc. I'm tring to figure out how they solve this without getting a game that is huge.

Andrew

P.S yes that is corrected about only been 50 megs, but that is fro each thing. SO if you have 600 different objects, then your talking 3g, and then you have all the background objects, and foreground object, and everthing else.

Think of it this way:

SizeOfSpriteData = NumberOfDifrentViewingAngles * SizeOfEachSprite * NumberOfSpritesInGame

ex1: 360*(64*32*3)*64 = 141557760 bytes = 141,5mb

So you see, there is no easy way of doing that. You could perhaps use some type of compression for the data but without using 3D graphics you can't create what you want, in my opinion at least.

Well, just because they have 360 degree rotation does not mean they'd have to use 360 images. They could get away with a LOT less, and it would be hard to tell the difference. I'm thinking as few as 8 wouldn't be that bad.

And what's up with the "HELLLLLLLLLOOOOO? anyone alive in here???"? Do you expect an instant reply from Bill Roper or something?

Ok, here's my opinion on the matter... Just because the character can move in any direction, doesn't mean they need to have 360 perspectives of the character. I they make about 8 perspectives, render it, and then change everything dinamically(using the good old rotation algorithms in 2D)
Yes, i have thought about them using 8 directions. But that doesn't answer how they can move the character along a angle that isn't 45 dergress. If if you use 8 then you character moves along anlog of 45 dergress if you use more then it moves(ex 16) then it moves 22.5 dergress. Umm take alook at some of the animations on the blizzard home page for diablo.

The thing you seem to be forgetting is that just because a sprite is pointing at a 45 degree angle, doesn't mean it can't be moving at a 39 degree angle. Take a look at Myth. They only rendered 8 or 16 (i forget which) angles on the characters, but they could walk in any direction, and it still looked nice.

-Shelrem

If im not mistaken Myth:The Fallen Lords is fully D3D...

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Drago

osu!
I've been wondering for the past couple months, on a few things. 1) In diablo II the character movement are susposed to be 360 dregress(so its fully controlable in any direction) 2) I've also read that there are a few games that coming out that are going to allow you to rotated you view from the standered isometric point of view. I was just wondering how they are doing this in a 2d game, with out rendering a million differnet views, and making the game as really really big?

Andrew

The Objects in Myth2 were still 2d Sprites, no different than the enemies in Doom2
3D world, 2d Characters
What would be considered 2.5 Dimensional
-Lucas

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