Difference between revisions of "Isometric 3D"

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It will feature technics in creating Isometric 3D and graphics.
 
It will feature technics in creating Isometric 3D and graphics.
  
[[File:3diso.jpg|320px|thumb|left|samples courtesy from www.olivierleborgne.com ]]
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[[File:3diso.jpg|320px|thumb|left|samples courtesy from www.olivierleborgne.com ]]  
  
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==Masked sprites==
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 +
A proper isometric render need to get masked sprites so they may appear upon the background.
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==Video modes==
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The square pixels from Mode1 was usually prefered yet some games managed well in mode0 too.
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==HUD==
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a problem with Isometric was the need to put HUD in corners of the screen.
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As a result, it was rarely possible to add extra colours thanks to raster interrupts because the HUD often cross the games windows (horizontally).
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==Scrollings==
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Few Isometric games actually included scrollings as an Isometric engine is quite heavy for the system.
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Yet PacMania is a notable exemple.
  
 
[[Category:Isometric 3D| ]][[Category:3D]][[Category:Stub]]
 
[[Category:Isometric 3D| ]][[Category:3D]][[Category:Stub]]

Revision as of 12:11, 30 January 2010

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.

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.