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Isometric video game graphics

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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.
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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
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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
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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
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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
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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.
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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
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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
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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.
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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
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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
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2D graphics can possess a higher fidelity and use more advanced graphical techniques than may be possible on commonly available computer hardware, even with
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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
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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
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systems, and as video games began to focus more on action and individual characters. However, video games using isometric projection—especially
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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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was released. It was generally regarded as a revolutionary title that defined the subsequent genre of isometric adventure games. Following
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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. 1669: 849:
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
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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: 1897: 1638: 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: 2253: 289: 499:
The form of dimetric projection commonly used in video games and pixel art. Only two of the angles separating the
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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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Isometric projection has seen continued relevance in the new millennium with the release of several newly-
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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
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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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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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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
2788: 2653: 2645: 2347:"Diablo II Nears Completion As Blizzard Prepares For Final Phase Of Beta Testing" 2202: 1445: 1388: 1340: 1239: 1096: 1081: 1064: 733: 644:, and current levels of graphical fidelity become "good enough" for many people. 229: 108: 2386: 2310: 2937: 2429: 1382: 1376: 1088:) instead. This can be seen in the successors to the above games: for instance 868: 676: 629: 628:, and then displayed many times on less powerful consumer hardware, such as on 621: 617: 479:
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
2133: 16:"Isometric graphics" redirects here. For isometric projection in general, see 3048: 2942: 2816: 2746: 2396: 2180: 1334: 1157: 1135: 703: 652: 605: 183: 2947: 2910: 2895: 2890: 2810: 2751: 2351: 1354: 1248: 1141: 1058: 1026: 785: 594: 356: 205: 173: 26: 2010:] (in Japanese). Japan: Amusement News Agency. pp. 35, 115, 131. 371:. Despite the name, isometric computer graphics are not necessarily truly 2915: 2783: 2719: 2540: 1266: 1199: 1195: 947: 921: 858: 727: 625: 526: 344: 234: 210: 188: 128: 1121:
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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Further, though not limited strictly to isometric video game graphics,
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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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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
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in new players as they are quickly overwhelmed by the mechanics.
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The classic 8-bit isometric games that tried to break the mould
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Retro Micro Games Action – The Best of gamesTM Retro Volume 1
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Arcade TV Game List: Domestic • Overseas Edition (1971-2005)
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axis lines, resulting in these axes following a ≈26.565° (
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The use of isometric graphics in video games began with
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Perron, Bernard; Wolf, Mark J. P. (12 November 2008).
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Isometric, or similar, perspectives become popular in
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Throughout the 1990s several successful games such as
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or do the complex calculations necessary to simulate
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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: 1691: 1288:Use of related projections and techniques 932:. The views can also be changed around a 2559: 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) 2636: 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 3067: 2968:Volume rendering 2840:Wire-frame model 2693: 2692: 2631: 2624: 2617: 2608: 2607: 2591:at Eurogamer.com 2577: 2576: 2574: 2573: 2557: 2551: 2550: 2548: 2547: 2532: 2526: 2525: 2523: 2522: 2501: 2495: 2494: 2492: 2491: 2475: 2469: 2468: 2466: 2465: 2447: 2441: 2440: 2438: 2437: 2428:. Archived from 2413: 2407: 2406: 2404: 2403: 2382: 2376: 2375: 2373: 2372: 2343: 2337: 2334: 2328: 2327: 2325: 2324: 2319:(51). April 1988 2307: 2301: 2291: 2271: 2265: 2264: 2262: 2261: 2244:Steven Collins. 2241: 2235: 2234: 2226: 2220: 2219: 2217: 2216: 2199: 2193: 2192: 2190: 2189: 2172: 2166: 2155: 2149: 2148: 2146: 2144: 2126: 2120: 2109: 2103: 2102: 2100: 2098: 2084: 2078: 2067: 2061: 2060: 2058: 2056: 2033: 2022: 2021: 1997: 1986: 1985: 1983: 1981: 1965: 1959: 1948: 1942: 1941: 1936: 1935: 1919: 1913: 1912: 1910: 1909: 1893: 1887: 1883: 1877: 1876: 1874: 1873: 1857: 1848: 1847: 1845: 1844: 1824: 1770:Filmation engine 1745: 1723: 1702: 1672: 1641: 1618: 1594: 1591: 1588: 1585: 1584:numberOfTilesInY 1582: 1579: 1576: 1573: 1570: 1567: 1564: 1561: 1558: 1555: 1552: 1549: 1548:numberOfTilesInX 1546: 1543: 1540: 1537: 1534: 1531: 1528: 1525: 1522: 1519: 1516: 1513: 1512:numberOfTilesInY 1510: 1507: 1504: 1501: 1498: 1495: 1492: 1489: 1486: 1483: 1480: 1477: 1474: 1473:virtualTileWidth 1471: 1468: 1465: 1462: 1459: 1023: 1007: 892: 883: 771: 759: 755: 751: 743: 739: 634:tablet computers 542: 514: 513:arctan(sin(30°)) 496: 486: 482: 464: 449: 448:arctan(sin(45°)) 440: 431: 386: 382: 378: 330: 323: 316: 44: 37: 36: 3075: 3074: 3070: 3069: 3068: 3066: 3065: 3064: 3045: 3044: 3043: 3038: 3022: 2977: 2844: 2789:Fluid animation 2729: 2691: 2663: 2654:Diffusion curve 2646:Vector graphics 2640: 2635: 2585: 2580: 2571: 2569: 2558: 2554: 2545: 2543: 2533: 2529: 2520: 2518: 2502: 2498: 2489: 2487: 2476: 2472: 2463: 2461: 2460:. CMP Media LLC 2448: 2444: 2435: 2433: 2414: 2410: 2401: 2399: 2383: 2379: 2370: 2368: 2345: 2344: 2340: 2335: 2331: 2322: 2320: 2309: 2308: 2304: 2272: 2268: 2259: 2257: 2242: 2238: 2228: 2227: 2223: 2214: 2212: 2201: 2200: 2196: 2187: 2185: 2174: 2173: 2169: 2156: 2152: 2142: 2140: 2127: 2123: 2110: 2106: 2096: 2094: 2086: 2085: 2081: 2068: 2064: 2054: 2052: 2050: 2034: 2025: 2018: 1998: 1989: 1979: 1977: 1967: 1966: 1962: 1952:Treasure Island 1949: 1945: 1933: 1931: 1920: 1916: 1907: 1905: 1894: 1890: 1884: 1880: 1871: 1869: 1858: 1851: 1842: 1840: 1825: 1800: 1796: 1761: 1754: 1746: 1737: 1724: 1715: 1703: 1694: 1687: 1673: 1664: 1657: 1642: 1633: 1619: 1610: 1605: 1596: 1595: 1592: 1589: 1586: 1583: 1580: 1577: 1574: 1571: 1568: 1565: 1562: 1559: 1556: 1553: 1550: 1547: 1544: 1541: 1538: 1535: 1532: 1529: 1526: 1523: 1520: 1517: 1514: 1511: 1508: 1505: 1502: 1499: 1496: 1493: 1490: 1487: 1484: 1481: 1478: 1475: 1472: 1469: 1466: 1463: 1460: 1457: 1433: 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: 1047: 1046: 1045: 1044: 1024: 1016: 1015: 1008: 997: 976:Head Over Heels 934:90 degrees axis 902: 901: 900: 899: 895: 894: 893: 885: 884: 807:Treasure Island 794: 778: 769: 757: 753: 749: 741: 737: 736:. Lines in the 734:raster graphics 730: 688: 630:television sets 618:motion pictures 581:. This allowed 544: 538:and founder of 533: 520: 519: 518: 517: 516: 512: 497: 489: 488: 484: 480: 465: 454: 453: 452: 451: 447: 443: 442: 441: 433: 432: 421: 416: 384: 380: 376: 334: 305: 304: 270: 262: 261: 235:Graphics engine 230:Game art design 142: 134: 133: 109:Text-based game 64: 24: 21: 12: 11: 5: 3073: 3063: 3062: 3057: 3040: 3039: 3037: 3036: 3030: 3028: 3024: 3023: 3021: 3020: 3015: 3010: 3009: 3008: 3003: 2998: 2987: 2985: 2979: 2978: 2976: 2975: 2970: 2965: 2960: 2955: 2950: 2945: 2940: 2938:Shadow mapping 2935: 2930: 2925: 2924: 2923: 2918: 2913: 2908: 2903: 2898: 2893: 2883: 2878: 2873: 2868: 2863: 2858: 2852: 2850: 2846: 2845: 2843: 2842: 2837: 2832: 2831: 2830: 2820: 2813: 2808: 2803: 2802: 2801: 2791: 2786: 2781: 2776: 2771: 2765: 2760: 2754: 2749: 2743: 2741: 2735: 2734: 2731: 2730: 2728: 2727: 2722: 2717: 2712: 2707: 2701: 2699: 2690: 2689: 2684: 2679: 2673: 2671: 2665: 2664: 2662: 2661: 2656: 2650: 2648: 2642: 2641: 2634: 2633: 2626: 2619: 2611: 2605: 2604: 2598: 2592: 2584: 2583:External links 2581: 2579: 2578: 2552: 2527: 2496: 2470: 2442: 2408: 2377: 2338: 2329: 2302: 2266: 2236: 2221: 2194: 2167: 2150: 2121: 2104: 2079: 2062: 2048: 2023: 2017:978-4990251215 2016: 1987: 1960: 1943: 1914: 1888: 1878: 1849: 1797: 1795: 1792: 1791: 1790: 1784: 1778: 1772: 1767: 1760: 1757: 1756: 1755: 1747: 1740: 1738: 1725: 1718: 1716: 1704: 1697: 1693: 1690: 1689: 1688: 1674: 1667: 1663: 1660: 1659: 1658: 1643: 1636: 1634: 1620: 1613: 1609: 1606: 1604: 1601: 1456: 1432: 1429: 1383:Dungeon Keeper 1377:Syndicate Wars 1289: 1286: 1191: 1188: 1042:hexagonal grid 1025: 1018: 1017: 1009: 1002: 1001: 1000: 999: 998: 996: 993: 897: 896: 887: 886: 878: 877: 876: 875: 874: 869:Marble Madness 793: 790: 777: 774: 729: 726: 687: 684: 622:super computer 521: 498: 491: 490: 466: 459: 458: 457: 456: 455: 445: 444: 435: 434: 426: 425: 424: 423: 422: 420: 417: 415: 412: 336: 335: 333: 332: 325: 318: 310: 307: 306: 303: 302: 297: 292: 287: 282: 277: 271: 268: 267: 264: 263: 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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 1451: 1442: 1420: 1418: 1411: 1405: 1399: 1393: 1387: 1381: 1375: 1372: 1365: 1359: 1355:Silent Storm 1353: 1339: 1333: 1323: 1317: 1307: 1301: 1281: 1277: 1271: 1265: 1259: 1253: 1249:Icewind Dale 1247: 1243: 1229: 1219: 1213: 1203: 1193: 1181: 1175: 1169: 1162: 1156: 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: 980: 974: 968: 962: 956: 952: 946: 944: 937: 929: 925: 915: 905: 903: 867: 863: 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: 504: 500: 476: 472: 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 1710:is a 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 2044:ISBN 2012:ISBN 1982:2021 1730:-web 1180:and 914:and 812:Sega 752:and 740:and 694:and 636:and 593:and 585:and 550:and 507:and 475:and 393:2.5D 347:and 2284:doi 814:'s 800:'s 659:or 624:or 614:CGI 483:or 363:or 3051:: 2564:. 2539:. 2514:. 2508:. 2482:. 2454:. 2424:. 2420:. 2395:. 2389:. 2359:. 2355:. 2349:. 2313:. 2300:." 2280:20 2278:. 2248:. 2205:. 2178:. 2136:. 2132:. 2090:. 2026:^ 1990:^ 1971:. 1937:. 1926:. 1900:. 1864:. 1852:^ 1831:. 1801:^ 1651:4X 1593:); 1557:); 1284:. 1246:, 841:. 772:. 632:, 567:3D 556:2D 503:, 471:, 379:, 2819:) 2815:( 2770:) 2756:( 2630:e 2623:t 2616:v 2575:. 2549:. 2524:. 2493:. 2467:. 2439:. 2405:. 2374:. 2326:. 2292:" 2290:. 2286:: 2263:. 2218:. 2191:. 2147:. 2101:. 2059:. 2020:. 1984:. 1911:. 1875:. 1846:. 1714:. 1656:. 1590:2 1587:/ 1581:- 1575:( 1572:- 1566:= 1554:2 1551:/ 1545:- 1539:( 1536:+ 1530:= 1521:; 1515:- 1509:= 1497:; 1491:/ 1485:= 1476:; 1470:/ 1464:= 1304:. 1034:' 754:y 750:x 742:y 738:x 509:z 505:y 501:x 477:z 473:y 469:x 385:z 381:y 377:x 329:e 322:t 315:v 20:.

Index

Isometric projection


Video game graphics
2.5D & 3/4 perspective
First-person view
Fixed 3D
Full motion video based game
Graphic adventure game
Isometric video game graphics
Side-scrolling video game
Stereoscopic video game
Text-based game
Third-person view
Tile-based video game
Top-down perspective
Vector game
2D computer graphics
Parallax scrolling
Pixel art
Sprite
3D computer graphics
3D rendering
Polygon
Pre-rendering
Cel shading
Skybox
Animation
Digitization
Rotoscoping

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