AuthorTopic: A layman’s guide to projection in videogames.  (Read 4007 times)

Offline Incubator

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A layman’s guide to projection in videogames.

on: April 15, 2009, 01:17:26 am
Just thought that some of you might find this interesting:

http://www.significant-bits.com/a-laymans-guide-to-projection-in-videogames

« Last Edit: April 15, 2009, 01:19:04 am by Incubator »

Offline Scribblette

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Re: A layman’s guide to projection in videogames.

Reply #1 on: April 15, 2009, 05:29:02 am
Thanks, that was handy. Nice to have a more technical term than just 3/4s view. ^_^
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Offline Incubator

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Re: A layman’s guide to projection in videogames.

Reply #2 on: April 16, 2009, 02:45:31 pm
You're welcome.

Offline Conzeit

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Re: A layman’s guide to projection in videogames.

Reply #3 on: April 17, 2009, 02:41:59 pm
indeed! quite interesting...I think you should add this to the ramblethread for latter use. I just wonder what the Boktai perspective is called...it's the one with the least adequate name XD

Offline Incubator

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Re: A layman’s guide to projection in videogames.

Reply #4 on: April 19, 2009, 06:39:59 pm
Although it initially looks like the Boktai series is using a dimetric projection (135, 135 and 90 degree angles between the axes), I think it's actually Oblique. The proportions of the axes' foreshortening seem all over the place, giving off that odd, stretched-out look.

I think the artists' approach was to first draw an object as it would appear looking directly over it, maintaining its width and length (x and z axes). Next, the view was rotated 45 degrees to give it that "isometric" feel. After that, the height lines were added as necessary without really maintaining proportions. The end result of this is Oblique projection, which was used in a very similar fashion in Ultima Online.

Offline Mathias

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Re: A layman’s guide to projection in videogames.

Reply #5 on: April 21, 2009, 09:35:48 pm
Thank you, this is useful.