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diagram, with axes virtual-x and virtual-y. Clicking any tile on the central axis of the board where (x, y) = (tileMapWidth / 2, y), will produce the same tile value for both world-x and world-y which in this example is 3 (0 indexed). Selecting the tile that lies one position on the right on the virtual grid, actually moves one tile less on the world-y and one tile more on the world-x. This is the formula that calculates world-x by taking the virtual-y and adding the virtual-x from the center of the board. Likewise world-y is calculated by taking virtual-y and subtracting virtual-x. These calculations measure from the central axis, as shown, so the results must be translated by half the board. For example, in the C programming language:
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depending on where it is clicked it should map to different coordinates. The key in this method is that the virtual coordinates are floating point numbers rather than integers. A virtual-x and y value can be (3.5, 3.5) which means the center of the third tile. In the diagram on the left, this falls in the 3rd tile on the y in detail. When the virtual-x and y must add up to 4, the world x will also be 4.
640:. This means that static pre-rendered isometric graphics often look better compared to their contemporary real-time-rendered counterparts, and may age better over time compared to their peers. However, this advantage may be less pronounced today than it was in the past, as developments in graphical technology equalize or produce
723:
with "smoothing", without re-rendering the game's sprites. The results were a certain "fuzziness", or lack of "crispness", compared to the original game's graphics. This does not affect real-time rendered polygonal isometric video games, however, as changing their display resolutions or aspect ratios
1443:
One of the most common problems with programming games that use isometric (or more likely dimetric) projections is the ability to map between events that happen on the 2d plane of the screen and the actual location in the isometric space, called world space. A common example is picking the tile that
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Another way that is less computationally intensive and can have good results if the method is called on every frame, rests on the assumption that a square board was rotated by 45 degrees and then squashed to be half its original height. A virtual grid is overlaid on the projection as shown on the
524:
A well-executed isometric system should never have the player thinking about the camera. You should be able to quickly and intuitively move the view to what you need to look at and never consider the camera mechanics. Trying to run a full-3D camera while playing out a real-time tactical battle is
1885:
Note: the blue vectors point towards the camera positions. The red arcs represent the rotations around the horizontal and vertical axes. The white boxes match the ones shown in the images at the top of the article. Notice how in the left image the camera vector passes through the two opposing
1598:
This method might seem counter intuitive at first since the coordinates of a virtual grid are taken, rather than the original isometric world, and there is no one-to-one correspondence between virtual tiles and isometric tiles. A tile on the grid will contain more than one isometric tile, and
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that originally produced the isometric view in reverse to turn a point in screen coordinates into a point that would lie on the game board surface before it was rotated. Then, the world x and y values can be calculated by dividing by the tile width and height.
1373:
Also, not all "isometric" video games rely solely on pre-rendered 2D sprites. There are, for instance, titles which use polygonal 3D graphics completely, but render their graphics using parallel projection instead of perspective projection, such as
1238:. Both Obsidian Entertainment and inXile Entertainment have employed, or were founded by, former members of Black Isle Studios and Interplay Entertainment. Obsidian Entertainment in particular wanted to "bring back the look and feel of the
1308:
The term "isometric perspective" is frequently misapplied to any game with an—usually fixed—angled, overhead view that appears at first to be "isometric". These include the aforementioned
1005:
1939:
It was a big challenge because all of the Baldur's Gate original assets like the 3D models that make up these sprites, the 3D models for the levels in the original game, these archives were lost.
446:
Corresponding 3D camera rotation angles for true isometric projection (at left) and the form of dimetric projection commonly found in video games and pixel art (at right). The expression
1118:(2000) used fixed-perspective 2D perspective like its predecessor, it optionally allowed for perspective scaling of the sprites in the distance to lend it a "pseudo-3D" appearance.
1423:
over other near-isometric perspectives, is that objects fit more snugly within non-overlapping square graphical tiles, thereby potentially eliminating the need for an additional
1828:
866:. It allows the player character to traverse non-scrolling isometric levels, including three-dimensional climbing and falling. The same is possible in the arcade title
748:, earlier computer graphics did not support enough colors or possess enough CPU power to accomplish this. Instead, a 2:1 pixel pattern ratio would be used to draw the
784:
games were released as early as the 1970s, but the first video games to use the distinct visual style of isometric projection in the meaning described above were
608:
2D graphics can possess a higher fidelity and use more advanced graphical techniques than may be possible on commonly available computer hardware, even with
810:, released in Japan in September 1981, but it was not released internationally until June 1982. The first isometric game to be released internationally was
744:
directions would not follow a neat pixel pattern if drawn in the required 30° to the horizontal. While modern computers can eliminate this problem using
682:
In the present day, rather than being purely a source of nostalgia, the revival of isometric projection is the result of real, tangible design benefits.
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by having to constantly manage an unwieldy 3D camera. I.e., the player can focus on playing the game itself, and not on manipulating the game's camera.
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and Jeff Lee began programming the concept around April 1982. The game's production began in the summer and then released in
October or November 1982.
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could, however, yield different angles, including "true" isometric.) Therefore, this form of projection is more accurately described as a variation of
586:
402:
systems, and as video games began to focus more on action and individual characters. However, video games using isometric projection—especially
1786:
955:, many isometric titles were seen on home computers – to an extent that it once was regarded as being the second most cloned piece of software after
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647:
Lastly, there are also gameplay advantages to using an isometric or near-isometric perspective in video games. For instance, compared to a purely
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2346:
327:
928:, the player can move forward in any direction of the scrolling game, offering complete free movement rather than fixed to one axis as with
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was released. It was generally regarded as a revolutionary title that defined the subsequent genre of isometric adventure games. Following
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719:(1998). Beamdog were lacking the original developers' creative art assets (the original data was lost in a flood) and opted for simple
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continue to evolve, static 2D images need to be re-rendered each time in order to keep pace, or potentially suffer from the effects of
2175:
1394:
820:, which was significantly more popular and influential; it was released in Japan in December 1981 and internationally in April 1982.
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shows a static pyramid in an isometric perspective, with the player controlling a character which can jump around on the pyramid.
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on personal computers and gaming consoles, games previously using a 2D perspective generally started switching to true 3D (and
3017:
2990:
2047:
1186:. In some cases, these role-playing games became defined by their isometric perspective, which allows larger scale battles.
904:
In 1983, isometric games were no longer exclusive to the arcade market and also entered home computers, with the release of
3033:
2637:
1300:. Among 3/4 views, the presence of one or more 90° principal angles is often a good indicator that the perspective used is
284:
2417:
1392:(2007); games which use a combination of pre-rendered 2D backgrounds and real-time rendered 3D character models, such as
395:", and "pseudo 3D" are also sometimes used, although these terms can bear slightly different meanings in other contexts.
1923:
1615:
1500:// some display systems have their origin at the bottom left while the tile map at the top left, so we need to reverse y
2757:
2561:
2015:
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1276:(2014), have been crowdfunded using Kickstarter. These titles differ from the above games, however, in that they use
985:(1987). Isometric perspective was not limited to arcade/adventure games, though; for example, the 1989 strategy game
806:
320:
294:
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289:
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The form of dimetric projection commonly used in video games and pixel art. Only two of the angles separating the
2621:
1676:
1404:(2017); and games which combine real-time rendered 3D backgrounds with hand-drawn 2D character sprites, such as
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2681:
1973:
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The projection commonly used in video games deviates slightly from "true" isometric due to the limitations of
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3000:
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1764:
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942:, consequently awarded it 100% in the graphics category for this new technique, known as "Soft Solid 3-D".
313:
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83:
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Isometric projection has seen continued relevance in the new millennium with the release of several newly-
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239:
222:
178:
2336:
Note: The 2:1 pixel pattern in the near-isometric image allows smoother lines than in the isometric one.
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objects do not change in size as they move about an area, there is no need for the computer to scale
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video game, they allow you to more easily field and control a large number of units, such as a full
1171:
1167:(1997) carefully emulated an isometric or parallel view, but actually used perspective projection.
969:
720:
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of parallel projection can sometimes be a problem, good game and level design can alleviate this.
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axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, with
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1122:
853:
675:. Further, they may alleviate situations where a player may become distracted from a game's core
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368:
103:
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706:. Re-rendering a game's graphics is not always possible, however; as was the case in 2012, when
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to create an environment where the player could freely rotate the camera. Other titles such as
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axes are the same, and only some of the lengths of the cube's edges are equal. The expression
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was said to be the second most cloned piece of software after the word- processing program
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and a 2:1 pixel ratio being the most common. The terms "3/4 perspective", "3/4 view", "
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2011:
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lies right under the cursor when a user clicks. One such method is using the same
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2D (at left) and 3D (at right) coordinates of a typical dimetric video game sprite
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Once common, isometric projection became less so with the advent of more powerful
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2645:
2347:"Diablo II Nears Completion As Blizzard Prepares For Final Phase Of Beta Testing"
2202:
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1088:) instead. This can be seen in the successors to the above games: for instance
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628:, and then displayed many times on less powerful consumer hardware, such as on
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axes, as well as the equal lengths of each of the cube's edges. The expression
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to reveal facets of the environment that would otherwise not be visible from a
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16:"Isometric graphics" redirects here. For isometric projection in general, see
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2010:] (in Japanese). Japan: Amusement News Agency. pp. 35, 115, 131.
371:. Despite the name, isometric computer graphics are not necessarily truly
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Also during the 1990s, isometric graphics began being used for
Japanese
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game, they add a third dimension, opening up new avenues for aiming and
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systems) to portray large game areas quickly and easily. And, while the
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961:, according to researcher Jan Krikke. Other examples out of those were
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Further, though not limited strictly to isometric video game graphics,
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2274:
Krikke, J. (July–August 2000). "Axonometry: a matter of perspective".
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True isometric drawing of a cube. Note the 120° angles separating the
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1133:, many of which still use isometric graphics today. Examples include
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levels. It is also one of the first video games to display shadows.
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Some disadvantages of pre-rendered isometric graphics are that, as
78:
1080:(1996) used a fixed isometric perspective. But with the advent of
554:, the technique has become popular because of the ease with which
2822:
2562:"I'm Glad They're Still Making Games Like Divinity: Original Sin"
1727:
1645:
1424:
1041:
707:
539:
535:
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in new players as they are quickly overwhelmed by the mechanics.
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2709:
2589:
The classic 8-bit isometric games that tried to break the mould
837:
816:
1898:"Video Games With The Most Memorable Pre-Rendered Backgrounds"
41:
2972:
2658:
2231:
Retro Micro Games Action – The Best of gamesTM Retro Volume 1
1733:
1070:
761:
256:
2087:
2008:
Arcade TV Game List: Domestic • Overseas
Edition (1971-2005)
1968:
1287:
2696:
2356:
811:
392:
68:
756:
axis lines, resulting in these axes following a ≈26.565° (
2425:
1924:"The Struggle To Bring Back Baldur's Gate After 17 Years"
760:) angle to the horizontal. (Game systems that do not use
406:—have seen a resurgence in recent years within the
1829:"Retronauts: The Continued Relevance of Isometric Games"
796:
The use of isometric graphics in video games began with
1650:
2452:"Has Origin Created the First True Online Game World?"
2036:
Perron, Bernard; Wolf, Mark J. P. (12 November 2008).
1430:
1170:
Isometric, or similar, perspectives become popular in
1050:
Throughout the 1990s several successful games such as
1258:". Lastly, several pseudo-isometric 3D RPGs, such as
577:
or do the complex calculations necessary to simulate
1969:"Treasure Island (Registration Number PA0000187784)"
487:
is equal to 30° and forms a pixel ratio of ≈1.732:1.
775:
620:, graphics can be rendered one time on a powerful
1787:Commons:Category:Isometric video game screenshots
515:is equal to ≈26.565° and forms a 2:1 pixel ratio.
3046:
2449:
1112:(2012) all use 3D polygonal graphics; and while
862:was released, running on the same hardware as
2622:
2443:
2246:"Game Graphics During the 8-bit Computer Era"
2229:"Ultimate Play the Game – Company Lookback".
1855:
1853:
1789:: gallery of isometric video game screenshots
1427:in calculations, and requiring fewer pixels.
1010:A television set drawn in near-isometric 2:1
828:where the player flies a space plane through
321:
1915:
1775:Category:Video games with isometric graphics
1344:(2002); and games that use a combination of
728:Differences from "true" isometric projection
2503:
2233:. Highbury Entertainment. 2006. p. 25.
2088:"Zaxxon (Registration Number PA0000135301)"
2629:
2615:
2243:
2176:"Sculptin the new shape of Spectrum games"
2035:
1850:
1822:
1781:Category:Video games with oblique graphics
328:
314:
2534:
2528:
1820:
1818:
1816:
1814:
1812:
1810:
1808:
1806:
1804:
1802:
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1288:Use of related projections and techniques
932:. The views can also be changed around a
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2378:
2237:
2031:
2029:
2027:
1434:
1291:
25:
2450:Greely, Dave; Ben Sawyer (1997-08-19).
2409:
2276:IEEE Computer Graphics and Applications
2222:
1995:
1993:
1991:
1921:
30:Screenshot of the isometric video game
3047:
2497:
2477:
2273:
1889:
1826:
1799:
1607:
1151:(1997)—the latter of which used
1014:(enlarged to show the pixel structure)
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2610:
2415:
2384:
2042:. Taylor & Francis. p. 158.
2024:
1999:
1661:
3034:List of computer graphics algorithms
1988:
3055:Video games with isometric graphics
2695:
2535:McDougall, Jaz (November 4, 2009).
1895:
1859:
1431:Mapping screen to world coordinates
945:A year later, the ZX Spectrum game
13:
2080:
2000:Akagi, Masumi (October 13, 2006).
1862:"The Best-Looking Isometric Games"
1777:: listing of isometric video games
589:game systems (and, more recently,
565:graphics can be made to represent
14:
3071:
2582:
2128:
770:(≈116.565°, ≈116.565°, ≈126.870°)
295:List of text-based computer games
2595:The Best-Looking Isometric Games
1783:: listing of oblique video games
1741:
1719:
1698:
1668:
1637:
1614:
1019:
1003:
888:
879:
835:Another early isometric game is
776:History of isometric video games
685:
492:
460:
436:
427:
290:List of stereoscopic video games
40:
2553:
2471:
2339:
2330:
2303:
2267:
2195:
2168:
2151:
2122:
2105:
2063:
1835:. Gamer Network. Archived from
1296:Comparison of several types of
2601:The Best Isometric Video Games
2418:"SimCity 4: Rush Hour Preview"
2092:United States Copyright Office
2039:The Video Game Theory Reader 2
2003:アーケードTVゲームリスト国内•海外編(1971-2005)
1974:United States Copyright Office
1961:
1944:
1922:Grayson, Nathan (2016-04-01).
1879:
275:List of four-dimensional games
1:
2991:3D computer graphics software
2560:Hamilton, Kirk (2014-07-03).
2504:O'Hagan, Steve (2008-08-07).
2250:Computer Graphics Newsletters
1827:Signor, Jeremy (2014-12-19).
1793:
1712:real-time strategy video game
671:, or an army of minions in a
569:gaming environments. Because
485:arctan(sin(arctan(sin(45°))))
418:
369:three-dimensional (3D) effect
341:Isometric video game graphics
94:Isometric video game graphics
2806:Hidden-surface determination
1395:The Temple of Elemental Evil
1312:video games; games that use
991:used isometric perspective.
936:. The ZX Spectrum magazine,
300:Category:Video game graphics
84:Full motion video based game
7:
2506:"PC Previews: Silent Storm"
2480:"Divine Divinity goes gold"
2478:Walker, Trey (2002-07-12).
2416:Butts, Steve (2003-09-09).
2387:"GameSpot Preview: Arcanum"
1758:
1602:
1131:tactical role-playing games
724:is trivial, in comparison.
534:Trent Oster, co-founder of
413:
404:computer role-playing games
240:First-person shooter engine
23:Type of video game graphics
10:
3076:
2385:Green, Jeff (2000-02-29).
2363:. May 2000. Archived from
2311:"Looking for an old angle"
2252:. SIGGRAPH. Archived from
2203:"Soft Solid 3D Ant Attack"
1419:One advantage of top-down
1401:Torment: Tides of Numenera
1231:Torment: Tides of Numenera
669:computer role-playing game
655:. Secondly, compared to a
69:2.5D & 3/4 perspective
15:
3026:
2981:
2848:
2737:
2667:
2644:
2516:Future Publishing Limited
2511:ComputerAndVideoGames.com
2164:Killer List of Videogames
2118:Killer List of Videogames
2076:Killer List of Videogames
1957:Killer List of Videogames
1896:Vas, Gergo (2013-05-10).
1860:Vas, Gergo (2013-03-18).
1439:Finding world coordinates
1413:Disgaea: Hour of Darkness
1029:mimicking the video game
343:are graphics employed in
99:Side-scrolling video game
2134:"The Creation of Q*Bert"
1455:
1189:
1172:role-playing video games
1123:role-playing video games
994:
791:
610:3D hardware acceleration
599:depth confusion problems
548:computer and video games
3018:Vector graphics editors
3013:Raster graphics editors
1328:(2003); games that use
1218:series (2015-2018) and
854:isometric platform game
673:real-time strategy game
280:List of FMV-based games
104:Stereoscopic video game
2901:Checkerboard rendering
2426:IGN Entertainment, Inc
1692:Perspective projection
1440:
1367:Divinity: Original Sin
1346:perspective projection
1310:dimetrically projected
1305:
1278:perspective projection
1261:Divinity: Original Sin
1226:Obsidian Entertainment
1208:series (2013-2015) by
1198:role-playing games on
1086:perspective projection
852:In February 1983, the
612:. Similarly to modern
531:
367:, thereby producing a
355:, but which angle the
89:Graphic adventure game
34:
2856:Affine transformation
2835:Surface triangulation
2779:Anisotropic filtering
2568:. Gizmodo Media Group
2432:on September 20, 2003
2357:BNET Business Network
1930:. Gizmodo Media Group
1904:. Gizmodo Media Group
1886:vertices of the cube.
1868:. Gizmodo Media Group
1438:
1407:Final Fantasy Tactics
1295:
1148:Final Fantasy Tactics
912:Atari 8-bit computers
696:display aspect ratios
522:
481:arctan(sin(≈35.264°))
450:is equal to ≈35.264°.
252:Virtual camera system
119:Tile-based video game
29:
1314:trimetric projection
1298:graphical projection
1236:inXile Entertainment
1202:. These include the
1038:trimetric projection
982:La Abadía del Crimen
872:, released in 1984.
802:DECO Cassette System
788:in the early 1980s.
361:top-down perspective
169:3D computer graphics
147:2D computer graphics
124:Top-down perspective
18:Isometric projection
3060:Video game graphics
2871:Collision detection
2799:Global illumination
2537:"Torchlight Review"
2184:(21). December 1983
1750:UFO: Alien Invasion
1654:strategy video game
1608:Dimetric projection
1282:parallel projection
1255:Planescape: Torment
1215:Pillars of Eternity
1210:Harebrained Schemes
1103:XCOM: Enemy Unknown
766:dimetric projection
721:2D graphics scaling
692:display resolutions
665:party of characters
642:diminishing returns
525:certain to cause a
389:dimetric projection
353:parallel projection
285:List of FPS engines
55:Video game graphics
49:Part of a series on
2921:Scanline rendering
2715:Parallax scrolling
2705:Isometric graphics
2397:CNET Networks, Inc
2211:(1). February 1984
1732:running in the 3D
1685:city-building game
1662:Oblique projection
1631:city-building game
1441:
1421:oblique projection
1330:oblique projection
1306:
1302:oblique projection
1164:Breath of Fire III
579:visual perspective
571:parallel projected
223:Real-time graphics
152:Parallax scrolling
35:
3042:
3041:
2983:Graphics software
2876:Planar projection
2861:Back-face culling
2733:
2732:
2677:Alpha compositing
2638:Computer graphics
2486:. CBS Interactive
2288:10.1109/38.851742
2049:978-0-415-96282-7
1753:2.4 tactical mode
1494:virtualTileHeight
1446:rotation matrices
1205:Shadowrun Returns
964:Highway Encounter
826:isometric shooter
782:three-dimensional
546:In the fields of
375:—i.e., the
338:
337:
218:Computer graphics
114:Third-person view
74:First-person view
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2968:Volume rendering
2840:Wire-frame model
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634:tablet computers
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513:arctan(sin(30°))
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1389:Depths of Peril
1350:bird's eye view
1341:Divine Divinity
1290:
1240:Infinity Engine
1192:
1129:, particularly
1127:console systems
1097:Civilization VI
1082:3D acceleration
1065:Civilization II
1048:
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934:90 degrees axis
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807:Treasure Island
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736:. Lines in the
734:raster graphics
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630:television sets
618:motion pictures
581:. This allowed
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538:and founder of
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2017:978-4990251215
2016:
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1377:Syndicate Wars
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2603:at Kotaku.com
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2367:on 2012-07-10
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686:Disadvantages
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2948:Shear matrix
2911:Path tracing
2896:Cone tracing
2891:Beam tracing
2811:Polygon mesh
2752:3D rendering
2704:
2570:. Retrieved
2565:
2555:
2544:. Retrieved
2530:
2519:. Retrieved
2509:
2499:
2488:. Retrieved
2483:
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2462:. Retrieved
2455:
2445:
2434:. Retrieved
2430:the original
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2400:. Retrieved
2390:
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2369:. Retrieved
2365:the original
2352:FindArticles
2350:
2341:
2332:
2321:. Retrieved
2314:
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2269:
2258:. Retrieved
2254:the original
2249:
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2206:
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2153:
2143:26 September
2141:. Retrieved
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2091:
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2038:
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1932:. Retrieved
1927:
1917:
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1901:
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1865:
1841:. Retrieved
1837:the original
1832:
1748:
1726:
1705:
1675:
1649:(2003) is a
1644:
1621:
1597:
1578:virtualTileX
1569:inverseTileY
1542:virtualTileX
1533:inverseTileY
1518:virtualTileY
1506:inverseTileY
1482:virtualTileY
1461:virtualTileX
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1355:Silent Storm
1353:
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1249:Icewind Dale
1247:
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1146:
1142:Tactics Ogre
1140:
1134:
1120:
1113:
1107:
1101:
1095:
1089:
1075:
1074:(1994), and
1069:
1063:
1059:SimCity 2000
1057:
1051:
1049:
1030:
1027:3D rendering
986:
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929:
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857:
856:arcade game
851:
846:
843:Warren Davis
836:
834:
821:
815:
805:
804:arcade game
795:
786:arcade games
779:
731:
714:
702:and require
689:
681:
661:third-person
646:
606:pre-rendered
603:
545:
532:
523:
508:
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476:
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468:
408:indie gaming
397:
340:
339:
206:Digitization
174:3D rendering
93:
31:
2963:Translation
2916:Ray casting
2906:Ray tracing
2784:Cel shading
2758:Image-based
2739:3D graphics
2720:Ray casting
2669:2D graphics
2541:Games Radar
2294:Knight Lore
2282:(4): 7–11.
2159:Congo Bongo
2055:13 November
1833:usgamer.net
1410:(1997) and
1398:(2003) and
1386:(1997) and
1364:(2009) and
1338:(1997) and
1322:(1997) and
1280:instead of
1270:(2014) and
1267:Wasteland 2
1242:games like
1200:Kickstarter
1196:crowdfunded
1161:(1996) and
1153:3D graphics
1145:(1995) and
1125:(JRPGs) on
1106:(2012) and
979:(1987) and
953:Knight Lore
948:Knight Lore
922:ZX Spectrum
859:Congo Bongo
758:arctan(1/2)
653:platforming
638:smartphones
626:render farm
527:helmet fire
400:3D graphics
351:that use a
345:video games
245:Tile engine
211:Rotoscoping
189:Cel shading
129:Vector game
3049:Categories
3027:Algorithms
2881:Reflection
2572:2017-04-11
2546:2009-11-06
2521:2007-12-13
2490:2017-04-11
2464:2007-12-17
2436:2008-01-10
2402:2008-01-10
2371:2008-09-29
2361:Marketwire
2323:2008-09-29
2260:2007-08-16
2215:2008-09-29
2188:2009-03-02
2138:Coinop.org
1934:2017-04-11
1928:Kotaku.com
1908:2017-04-01
1902:Kotaku.com
1872:2017-04-01
1866:kotaku.com
1843:2017-04-01
1794:References
1682:tile-based
1680:(2008), a
1677:Micropolis
1628:tile-based
1626:(2005), a
1623:LinCity-NG
1361:Torchlight
1352:, such as
1332:, such as
1316:, such as
1273:Dead State
1234:(2017) by
1224:(2016) by
1174:, such as
1109:Diablo III
926:Ant Attack
917:Ant Attack
713:BioWare's
700:pixelation
563:tile-based
419:Advantages
3006:rendering
2996:animation
2886:Rendering
2457:Gamasutra
2298:Word Star
1325:SimCity 4
1115:Diablo II
1053:Syndicate
1036:s use of
1012:pixel art
830:scrolling
798:Data East
677:mechanics
552:pixel art
373:isometric
365:side view
357:viewpoint
349:pixel art
201:Animation
157:Pixel art
3001:modeling
2928:Rotation
2866:Clipping
2849:Concepts
2828:Deferred
2794:Lighting
2774:Aliasing
2768:Unbiased
2763:Spectral
2484:GameSpot
2392:GameSpot
1765:Clipping
1759:See also
1603:Examples
1563:isoTileY
1527:isoTileX
1416:(2003).
1380:(1996),
1370:(2014).
1358:(2003),
1264:(2014),
1139:(1995),
1100:(2016),
1094:(2013),
1068:(1996),
1062:(1994),
1056:(1993),
988:Populous
973:(1986),
967:(1985),
958:WordStar
920:for the
910:for the
907:Blue Max
649:top-down
616:used in
591:handheld
414:Overview
79:Fixed 3D
32:Daimonin
2933:Scaling
2823:Shading
2162:at the
2116:at the
2074:at the
1955:at the
1728:Freeciv
1646:FreeCol
1488:screeny
1467:screenx
1425:Z-order
1319:Fallout
1221:Tyranny
1177:Fallout
1091:SimCity
1032:Fallout
708:Beamdog
575:sprites
540:Beamdog
536:BioWare
410:scene.
179:Polygon
2953:Shader
2725:Skybox
2710:Mode 7
2682:Layers
2566:Kotaku
2422:IGN PC
2113:Q*bert
2071:Zaxxon
2046:
2014:
1736:client
1707:0 A.D.
1348:and a
1252:, and
1228:; and
1212:; the
1077:Diablo
1040:and a
970:Batman
930:Zaxxon
864:Zaxxon
847:Q*bert
838:Q*bert
824:is an
822:Zaxxon
817:Zaxxon
711:remade
657:first-
595:mobile
587:16-bit
561:- and
559:sprite
383:, and
194:Skybox
162:Sprite
141:Topics
2973:Voxel
2958:Texel
2659:Pixel
2316:CRASH
2208:CRASH
2097:5 May
2006:[
1980:5 May
1734:WebGL
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1560:float
1524:float
1503:float
1479:float
1458:float
1190:2010s
1071:X-COM
995:1990s
939:Crash
924:. In
792:1980s
780:Some
667:in a
583:8-bit
269:Lists
257:Voxel
63:Types
2697:2.5D
2145:2011
2099:2021
2057:2022
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2012:ISBN
1982:2021
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