Game Development Reference
In-Depth Information
The unique aspect of using isometric projection is that regardless of the
position of the axes, the angle between the projections is always 120 degrees.
Figure 5.9 is a perfect example of this from the game Baldur's Gate, from Black
Isle Studios, Interplay Entertainment: the buildings don't appear to scale, but
they do appear to be facing in different directions.
FiGuRe 5.9 The game Baldur's Gate uses axonometric projection for the backgrounds.
Notice how the buildings in the distance are the same size as those in the foreground.
2.5D backgrounds can be created in 3D, but the camera is locked down so the
projection is isometric. 2.5D can also be created using a 2D digital program like
Photoshop. Again, the images are rendered with an isometric view showing at
least two faces of any building and some of the top.
s C r o l l I n G a n d a x o n o m e t r I C v I e W
Using faux 3D environments allows for infinite scrolling over backgrounds,
and generally the viewer can see two sides and the top plane of any object
in the background. A great example of this, from its historical origins, can
be found in Chinese scroll paintings like the one shown here.
(Continues)
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