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Interesting.
One correction however...
Your labeling of the y axis -y is correct... But Z isn't supposed to be -z, the XZ axis are flipped, and both positive. You can see evidence of this on the method which calculates the center cell coordinates, as well as the vertex projection methods.
Other then that, I'm loving your documentation of the single worst documented part of the entire client. Good luck with this!
After viewing a lot of the code required to make this work, is it possible to implement smoother shadows and gradients for tiles?
Are you sure? When I have the camera angles all at 0 and move it negatively into the Z axis, it goes forward. Am I just confusing something?
Lookup tables for colors, fractions, vertical pixel offsets. They avoided a lot of calculations and sacrificed quality for some of them.
If you look at the way they project the vertices themselves compared to standard methods, you'd see that their rendering is Y-Up Right-Handed (but then, Y is negated)
At the end of the day it makes no difference, negating one axis will provide a similar effect to swapping the 2D XZ axis around, but what I found when using RS assets in another engine (a Y-Up Left-Handed) is that it works better if you actually flip them.
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