Well my visual element is non-existent at the moment. Obviously I have a temporary display until the game is sorted, so I can write the classes to work in whatever way is optimal.
So if I am to use this technique, it would be best to use 'traditional' orthogonal tiles and not isometric tiles? That would actually make some parts of content creation much easier. Most interesting.
Isömap
Re: Isömap 0.071 released
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.
Re: Isömap 0.065 released
yes, i will try : it convert cartesian plane (X, Y) into isometric drawosa1 wrote:Can you explain what does `axono` function do ?
(Z values are offset-ed later in -y axis)
imagine this is the logical map where 10 for example is (x=1, y=0)
Code: Select all
00 10 20
01 11
02
Code: Select all
00
01 10
02 11 20
Current work : Isömap
Re: Isömap
Version 0.085 : what's next to come ? (free-move-version ?)
keep up the good work !
keep up the good work !
http://darky-ben.fr/Xut my webcomic (french)
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Re: Isömap
I don't know if it would benefit you to look at some of my code, as it is probably hard to read.
The main difference I see between this and my engine are that this is based off simplicity, which makes it lightning fast. Mine has regular 3D and perspective with Rectangular prisms, but is rather... slow.
Your lighting inspires me to make complicated lag systems of realism![Mega Grin :megagrin:](./images/smilies/ms-megagrin.png)
![Rolling Eyes :roll:](./images/smilies/ms-uhm.png)
Your lighting inspires me to make complicated lag systems of realism
![Mega Grin :megagrin:](./images/smilies/ms-megagrin.png)
Re: Isömap
hello guys. i lost all my hdd in a format + wrong backup so i also lost all versions of isömap + ton of Lua/Löve notes
i got a netbook to write Löve code but isömap run on it at 15fps so i will light the code to run on even the oldest computer
darky : yes, free moves will come, i promise it to you
roland : thanks, i will throw an eye. maybe the author and me can exchange some isometric tips
xxx...xxx: my goal is to make a very light engine so maybe you can find some inspiration in my code (but i'm not an experienced programmer, so maybe not)
i also plan to write games for kids (~3 years) so if somebody is interested to make that with me please send me a PM or use telepathic contact but not after 21:00
i got a netbook to write Löve code but isömap run on it at 15fps so i will light the code to run on even the oldest computer
darky : yes, free moves will come, i promise it to you
roland : thanks, i will throw an eye. maybe the author and me can exchange some isometric tips
xxx...xxx: my goal is to make a very light engine so maybe you can find some inspiration in my code (but i'm not an experienced programmer, so maybe not)
i also plan to write games for kids (~3 years) so if somebody is interested to make that with me please send me a PM or use telepathic contact but not after 21:00
Current work : Isömap
Re: Isömap
I've been working on some stuff related to this project. The attached LOVE file features a cube that can rotate, and which has "skins" attached to its sides. I'll should be able to apply it to whatever new Isomap you eventually come up with.
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wrapped box.love
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Re: Isömap
@sanjiv I see you got some gimbal lock goin' on there. Nice notes too.
Re: Isömap
![Image](http://fast1.onesite.com/capcom-unity.com/user/sanjiv85/love_game_programming/f6fea371722948fba7ea76e5513e7a70.png?v=68392)
Based on the constraints I've put in, the vertical lines in the cube (hopefully there's a pic up) will always be vertical. I initially put this constraint in to simplify the math, the code, and the controls, but now I wonder if I'll regret not including rotation about the z axis (see diagram below?).
-y
|
|___ x
/
/
z
I think the rotation I've put in is enough, because if you want to rotate across the Z axis, just rotate the screen. Yay, nay?
on a related note, the way I've measured the various axis lines is by skewing a diagonal line along the x and y axis. All lines start off as that thick, diagonal black one, and then by applying skews to it (sx or sy), you can get horizontal or vertical lines, or anything in between as needed.
![Image](http://fast1.onesite.com/capcom-unity.com/user/sanjiv85/love_game_programming/9e2dc779a53bd9bb81b10650b0623014.png)
There are three lines (X, Y, Z), and they are skewed differently, to represent different dimensions in 3D space. So you'd have variables like
xsx and xsy
zsx and zxy
ysy -- note that the vertical lines are always vertical, according the limits I've put on rotation here. So no xsx
So I'd reuse those values when drawing a grid full of these cubes, or whatever. Have any of you run into unusual problems following this strategy?
Re: Isömap
i'm sorry but i don't understand the way you draw your cube, so i will take time to read your code and try to make some light on thatsanjiv wrote:Have any of you run into unusual problems following this strategy?
take care of using very simple logic when you want to put everything together for a larger code
my code is limited in rotation cause it's the scale of the cube's faces that change (there is no true rotation) and i can't rotate in Z axis cause the axono/isometric calcul is failry simple
Current work : Isömap
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