It's not Isometric though. It's free rotation. Isometric math only accounts for a specific angle. But it will come in handy if I ever want to do isometric again.dusoft wrote: ↑Fri Mar 15, 2019 8:20 pm Maybe also check this:
http://clintbellanger.net/articles/isometric_math/
This seems to be the most promising. It's not working properly with my current transform settings but it does feel like it'll work once I figure it out. Possibly. (At least I have my trusty getPixel-based system if I can't figure it out.)Nelvin wrote: ↑Fri Mar 15, 2019 9:52 am Hm so far haven't used it (my game is built using 0.10.2) but I've just tried a small hacky version and it seems to work as expected. See the .love file attached.
It works both, using the transform object and the helper function of love.graphics. The one in love.graphics obviously only as long as it represents the desired state, i.e. if you push/pop in your love.draw at the end and try to transform the coordinates somewhere else, it won't work.
Edit: I got it! I was having a problem for a while. I couldn't get the transforms in the proper order to make it match up but I figured it out. Thank you so much guys! I didn't know the functionality I needed existed in Löve already and I'm so glad it does.
Now I just have to figure out what to do with this cool engine I have.