Last modified on 30 January 2010, at 11:23

Isometric 3D

Revision as of 11:23, 30 January 2010 by MacDeath (Talk | contribs) (Masked sprites)

This page is intended to complete the Category:Isometric 3D.

It will feature technics in creating Isometric 3D and graphics.

samples courtesy from www.olivierleborgne.com

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 : the background elements being obscured by the foreground elements.

Shadows

Getting the sprites a shadow is a nice way to ease the player's comprehension of the 3D effect and environment, yet it was rarely used.

Head over Heels is notable because when your Sprite (mostly "Head" who could glide in the air) was in "altitude" you may not easily see were it is actually in the X,Z plane.

Yet putting a vertical shadow was heavier on the CPU and Ram consuming...


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.


Pixel Art

Isometric is often used in classic Pixel Art and is emblematic of it as it was the best way to display good looking pseudo 3D FX on old computer 2D systems.

(in opposition to the modern full-real-3D).