Difference between revisions of "Isometric 3D"
(→Masked sprites) |
|||
Line 8: | Line 8: | ||
A proper isometric render need to get masked sprites so they may appear upon the background. | A proper isometric render need to get masked sprites so they may appear upon the background. | ||
+ | |||
+ | A heavy job is needed to define the masks and sprites "priority" so the 3D effect works. | ||
==Video modes== | ==Video modes== |
Revision as of 11:13, 30 January 2010
This page is intended to complete the Category:Isometric 3D.
It will feature technics in creating Isometric 3D and graphics.
Contents
Masked sprites
A proper isometric render need to get masked sprites so they may appear upon the background.
A heavy job is needed to define the masks and sprites "priority" so the 3D effect works.
Video modes
The square pixels from Mode1 was usually prefered yet some games managed well in mode0 too.
HUD
a problem with Isometric was the need to put HUD in corners of the screen. As a result, it was rarely possible to add extra colours thanks to raster interrupts because the HUD often cross the games windows (horizontally).
Scrollings
Few Isometric games actually included scrollings as an Isometric engine is quite heavy for the system.
Yet PacMania is a notable exemple.