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 Post subject: Dungeon 3D: fake Iso
PostPosted: Sun May 17, 2020 5:37 pm 
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Hi,
It allows to create dungeons in real 3D (but orthogonal perspective, looks like isometric at some points)

Small program inspired from this channel: https://www.youtube.com/channel/UC-yuWV ... A/featured

Download source here, just compile the Pb file:
http://dl.free.fr/sIMLxOErE

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 Post subject: Re: Dungeon 3D: fake Iso
PostPosted: Mon Jun 08, 2020 9:30 pm 
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Very interesting I always liked the idea plus this saves some bytes in texture memory and allows for further manipulation of textures without typically having to deal with masking / alpha and lots of offsets.

The idea of the map editor looks nice specially the TAB feature for selecting the texture but I'm not sure why you can't use the mouse to change the position during editing and instead the arrow keys must be used?

Seems counter-intuitive having to go back and forth between mouse and keyboard. Do you need a hand translating mouse coordinates onto your isometric view?

Possible optimizations: only sort if changes are made to the map, try to use a lookup for sin and cos functions if you are going to be relying intensively on them (although today it doesn't matter _that_ much but you do get to save a few cycles and visibly the lack of resolution doesn't typically matter). Last thing I can think of but not least is to only render visible tiles within the view frustum.

You can tell the view is not being properly culled because if you move to the furthest diagonal (down low) the FPS lowers and it should remain the same given the amount of visible tiles is always the same on screen unless you are at one extreme of the map.

Isometric is always a challenge specially given huge maps where zones have to be implemented to make it practical to render.

Are you working on a specific game of yours or remaking one?

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