http://www.multimania.com/hatti/MrY/isoxeng.html
I remember seeing something there.
I remember seeing something there.
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ISO but with Height levels..
I would prefere Docs or such, Else Pascal/Delphi Code, C++ just make it more confusing
Regards
Michael - brainware@cyberjunkie.dk
y = just above the top of the screen;
WorldY,WorldX = screen locations of tiles
x = just to the left of the screen;
W = width of tiles
H = height of tiles
wx = a temporary integer
while (y < ScreenHeight)
if (WorldY MOD 2 = 1) then x=x-(W/2);
while (x < ScreenWidth)
blit basetile[wx,WorldY] to x,y
blit tile ontop of it to x,y-height
etc.
x = x + W
wx = wx + 1
endwhile
y=y+(H/2)
WorldY = WorldY + 1
wx = WorldX;
endwhile
(I hate psuedocode... been using C++ for too long). You'll notice that this is pretty similar to a regular isometric render loop - it merely deducts the Height value from the destination during the blit.
You could also do it by drawing tiles as textured polygons, which would let you have smooth transitions between levels without artistic fudging..... but thats not really practical without using something like Direct3D/OpenGL/LOW resolution screens.