But that's precisely what you get when you fix the camera to some point (1,1,1) looking at (0,0,0). It is called isometric projection because the result is that angles between the three axes are equal (120 degrees) The fact that games use 2D or software rendering is just a matter of implementation. It can be done as well in Java3D, OpenGL, or whatever decent 3D API.
So, the term is okay: isometric projection, and the way to do it is pretty simple, as Florin proposed.
Carlos
Karsten Wutzke wrote:
Justin Couch wrote:
Florin Herinean wrote:
Well, I'm not very sure, but if you set a parallel projection in the view and move the camera to a fixed position, let's say (100, 100, 100) and look at the origin (0, 0, 0), isn't that an isometric projection ?
No. Isometric projection is a technique used in architectural and gaming systems. The projection works by having non-euclidean space where the horizontal plane axes are separated by 120 degrees rather than 90. Or, put more simply, if you draw a horizontal line across the page, each axis is angled upwardss at 30 degrees up from that. When games do isometric projection, it is a purely 2D, software rendered solution. It's very common in the RPG-style games like WarCraft, C&C et al.
I sure he's looking for a 3D view (viewing transform) that makes the thing look like a traditional 2D isometric view, and simply needs a proper term for it... I guess.
Karsten
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