The post explores isometric projection in game development, explaining its origins and comparing it with orthographic and perspective projections. It offers a historical view of retro isometric games and delves into the math behind isometric mapping. Additionally, the post provides a detailed tutorial for coding an isometric
Table of contents
3D ProjectionsA Bunch of LiesCoding an Isometric Grid of TilesIsometric Grid-Cell UnitsCalculating Tile Screen CoordinatesArray of TilesExploring the Z-AxisIsometric Coordinates as Linear TransformationsFamous Isometric GamesConclusion and Moving Forward2 Comments
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