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Isometric video game graphics

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diagram, with axes virtual-x and virtual-y. Clicking any tile on the central axis of the board where (x, y) = (tileMapWidth / 2, y), will produce the same tile value for both world-x and world-y which in this example is 3 (0 indexed). Selecting the tile that lies one position on the right on the virtual grid, actually moves one tile less on the world-y and one tile more on the world-x. This is the formula that calculates world-x by taking the virtual-y and adding the virtual-x from the center of the board. Likewise world-y is calculated by taking virtual-y and subtracting virtual-x. These calculations measure from the central axis, as shown, so the results must be translated by half the board. For example, in the C programming language:
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depending on where it is clicked it should map to different coordinates. The key in this method is that the virtual coordinates are floating point numbers rather than integers. A virtual-x and y value can be (3.5, 3.5) which means the center of the third tile. In the diagram on the left, this falls in the 3rd tile on the y in detail. When the virtual-x and y must add up to 4, the world x will also be 4.
1447: 53: 651:. This means that static pre-rendered isometric graphics often look better compared to their contemporary real-time-rendered counterparts, and may age better over time compared to their peers. However, this advantage may be less pronounced today than it was in the past, as developments in graphical technology equalize or produce 734:
with "smoothing", without re-rendering the game's sprites. The results were a certain "fuzziness", or lack of "crispness", compared to the original game's graphics. This does not affect real-time rendered polygonal isometric video games, however, as changing their display resolutions or aspect ratios
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One of the most common problems with programming games that use isometric (or more likely dimetric) projections is the ability to map between events that happen on the 2d plane of the screen and the actual location in the isometric space, called world space. A common example is picking the tile that
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Another way that is less computationally intensive and can have good results if the method is called on every frame, rests on the assumption that a square board was rotated by 45 degrees and then squashed to be half its original height. A virtual grid is overlaid on the projection as shown on the
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A well-executed isometric system should never have the player thinking about the camera. You should be able to quickly and intuitively move the view to what you need to look at and never consider the camera mechanics. Trying to run a full-3D camera while playing out a real-time tactical battle is
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Note: the blue vectors point towards the camera positions. The red arcs represent the rotations around the horizontal and vertical axes. The white boxes match the ones shown in the images at the top of the article. Notice how in the left image the camera vector passes through the two opposing
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This method might seem counter intuitive at first since the coordinates of a virtual grid are taken, rather than the original isometric world, and there is no one-to-one correspondence between virtual tiles and isometric tiles. A tile on the grid will contain more than one isometric tile, and
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that originally produced the isometric view in reverse to turn a point in screen coordinates into a point that would lie on the game board surface before it was rotated. Then, the world x and y values can be calculated by dividing by the tile width and height.
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Also, not all "isometric" video games rely solely on pre-rendered 2D sprites. There are, for instance, titles which use polygonal 3D graphics completely, but render their graphics using parallel projection instead of perspective projection, such as
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The term "isometric perspective" is frequently misapplied to any game with an—usually fixed—angled, overhead view that appears at first to be "isometric". These include the aforementioned
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It was a big challenge because all of the Baldur's Gate original assets like the 3D models that make up these sprites, the 3D models for the levels in the original game, these archives were lost.
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Corresponding 3D camera rotation angles for true isometric projection (at left) and the form of dimetric projection commonly found in video games and pixel art (at right). The expression
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over other near-isometric perspectives, is that objects fit more snugly within non-overlapping square graphical tiles, thereby potentially eliminating the need for an additional
1839: 597: 593: 877:. It allows the player character to traverse non-scrolling isometric levels, including three-dimensional climbing and falling. The same is possible in the arcade title 759:, earlier computer graphics did not support enough colors or possess enough CPU power to accomplish this. Instead, a 2:1 pixel pattern ratio would be used to draw the 795:
games were released as early as the 1970s, but the first video games to use the distinct visual style of isometric projection in the meaning described above were
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2D graphics can possess a higher fidelity and use more advanced graphical techniques than may be possible on commonly available computer hardware, even with
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directions would not follow a neat pixel pattern if drawn in the required 30° to the horizontal. While modern computers can eliminate this problem using
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In the present day, rather than being purely a source of nostalgia, the revival of isometric projection is the result of real, tangible design benefits.
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by having to constantly manage an unwieldy 3D camera. I.e., the player can focus on playing the game itself, and not on manipulating the game's camera.
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and Jeff Lee began programming the concept around April 1982. The game's production began in the summer and then released in October or November 1982.
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could, however, yield different angles, including "true" isometric.) Therefore, this form of projection is more accurately described as a variation of
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systems, and as video games began to focus more on action and individual characters. However, video games using isometric projection—especially
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Lastly, there are also gameplay advantages to using an isometric or near-isometric perspective in video games. For instance, compared to a purely
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was released. It was generally regarded as a revolutionary title that defined the subsequent genre of isometric adventure games. Following
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continue to evolve, static 2D images need to be re-rendered each time in order to keep pace, or potentially suffer from the effects of
2768: 2186: 2026: 831:, which was significantly more popular and influential; it was released in Japan in December 1981 and internationally in April 1982. 817: 331: 305: 1626: 860:
shows a static pyramid in an isometric perspective, with the player controlling a character which can jump around on the pyramid.
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on personal computers and gaming consoles, games previously using a 2D perspective generally started switching to true 3D (and
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In 1983, isometric games were no longer exclusive to the arcade market and also entered home computers, with the release of
1311:. Among 3/4 views, the presence of one or more 90° principal angles is often a good indicator that the perspective used is 3016: 3006: 2896: 2428: 1722: 726: 683: 1403:(2007); games which use a combination of pre-rendered 2D backgrounds and real-time rendered 3D character models, such as 406:", and "pseudo 3D" are also sometimes used, although these terms can bear slightly different meanings in other contexts. 3070: 3011: 2876: 2816: 1934: 1775: 1753: 1511:// some display systems have their origin at the bottom left while the tile map at the top left, so we need to reverse y 986: 324: 310: 94: 2572: 1908: 439: 1063: 250: 233: 189: 1287:(2014), have been crowdfunded using Kickstarter. These titles differ from the above games, however, in that they use 996:(1987). Isometric perspective was not limited to arcade/adventure games, though; for example, the 1989 strategy game 2804: 2625: 2264: 1411: 1241: 1141: 679: 675: 667: 624: 585: 569: 414: 290: 172: 84: 510:
The form of dimetric projection commonly used in video games and pixel art. Only two of the angles separating the
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The projection commonly used in video games deviates slightly from "true" isometric due to the limitations of
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Isometric projection has seen continued relevance in the new millennium with the release of several newly-
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Note: The 2:1 pixel pattern in the near-isometric image allows smoother lines than in the isometric one.
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objects do not change in size as they move about an area, there is no need for the computer to scale
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video game, they allow you to more easily field and control a large number of units, such as a full
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of parallel projection can sometimes be a problem, good game and level design can alleviate this.
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axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, with
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to create an environment where the player could freely rotate the camera. Other titles such as
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axes are the same, and only some of the lengths of the cube's edges are equal. The expression
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was said to be the second most cloned piece of software after the word- processing program
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and a 2:1 pixel ratio being the most common. The terms "3/4 perspective", "3/4 view", "
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lies right under the cursor when a user clicks. One such method is using the same
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2D (at left) and 3D (at right) coordinates of a typical dimetric video game sprite
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Once common, isometric projection became less so with the advent of more powerful
2358:"Diablo II Nears Completion As Blizzard Prepares For Final Phase Of Beta Testing" 2213: 655:, and current levels of graphical fidelity become "good enough" for many people. 2926: 2794: 2730: 2551: 2397: 2321: 1277: 1210: 1206: 1015: 958: 932: 900: 891: 869: 636: 537: 355: 245: 221: 199: 139: 2440: 1099:) instead. This can be seen in the successors to the above games: for instance 639:, and then displayed many times on less powerful consumer hardware, such as on 490:
axes, as well as the equal lengths of each of the cube's edges. The expression
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to reveal facets of the environment that would otherwise not be visible from a
2371: 2144: 1633: 1371: 1283: 1119: 927: 710: 648: 558: 418: 27:"Isometric graphics" redirects here. For isometric projection in general, see 2467: 1335: 1125: 1022: 840: 808: 562: 359: 211: 167: 2021:] (in Japanese). Japan: Amusement News Agency. pp. 35, 115, 131. 382:. Despite the name, isometric computer graphics are not necessarily truly 2784: 2402: 968: 89: 1132:
Also during the 1990s, isometric graphics began being used for Japanese
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game, they add a third dimension, opening up new avenues for aiming and
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systems) to portray large game areas quickly and easily. And, while the
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Further, though not limited strictly to isometric video game graphics,
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Krikke, J. (July–August 2000). "Axonometry: a matter of perspective".
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True isometric drawing of a cube. Note the 120° angles separating the
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levels. It is also one of the first video games to display shadows.
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Some disadvantages of pre-rendered isometric graphics are that, as
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in new players as they are quickly overwhelmed by the mechanics.
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The classic 8-bit isometric games that tried to break the mould
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Retro Micro Games Action – The Best of gamesTM Retro Volume 1
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Arcade TV Game List: Domestic • Overseas Edition (1971-2005)
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axis lines, resulting in these axes following a ≈26.565° (
1935:"The Struggle To Bring Back Baldur's Gate After 17 Years" 771:) angle to the horizontal. (Game systems that do not use 417:—have seen a resurgence in recent years within the 1840:"Retronauts: The Continued Relevance of Isometric Games" 807:
The use of isometric graphics in video games began with
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Perron, Bernard; Wolf, Mark J. P. (12 November 2008).
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Isometric, or similar, perspectives become popular in
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Throughout the 1990s several successful games such as
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or do the complex calculations necessary to simulate
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is equal to 30° and forms a pixel ratio of ≈1.732:1.
3037: 2992: 2859: 2748: 2706: 2678: 2655: 631:, graphics can be rendered one time on a powerful 1798:Commons:Category:Isometric video game screenshots 526:is equal to ≈26.565° and forms a 2:1 pixel ratio. 1123:(2012) all use 3D polygonal graphics; and while 533: 873:was released, running on the same hardware as 2633: 2257:"Game Graphics During the 8-bit Computer Era" 2240:"Ultimate Play the Game – Company Lookback". 1866: 1864: 1800:: gallery of isometric video game screenshots 1438:in calculations, and requiring fewer pixels. 1021:A television set drawn in near-isometric 2:1 839:where the player flies a space plane through 332: 8: 1786:Category:Video games with isometric graphics 1355:(2002); and games that use a combination of 739:Differences from "true" isometric projection 2244:. Highbury Entertainment. 2006. p. 25. 2099:"Zaxxon (Registration Number PA0000135301)" 2703: 2640: 2626: 2618: 2187:"Sculptin the new shape of Spectrum games" 1833: 1792:Category:Video games with oblique graphics 339: 325: 47: 1831: 1829: 1827: 1825: 1823: 1821: 1819: 1817: 1815: 1813: 1299:Use of related projections and techniques 943:. The views can also be changed around a 2042: 2040: 2038: 2461:Greely, Dave; Ben Sawyer (1997-08-19). 2287:IEEE Computer Graphics and Applications 2006: 2004: 2002: 1809: 1706: 1676: 1622: 64: 41:Screenshot of the isometric video game 1162:(1997)—the latter of which used 1025:(enlarged to show the pixel structure) 2053:. Taylor & Francis. p. 158. 7: 3045:List of computer graphics algorithms 3066:Video games with isometric graphics 2546:McDougall, Jaz (November 4, 2009). 1442:Mapping screen to world coordinates 956:A year later, the ZX Spectrum game 2011:Akagi, Masumi (October 13, 2006). 1873:"The Best-Looking Isometric Games" 1788:: listing of isometric video games 600:game systems (and, more recently, 576:graphics can be made to represent 25: 781:(≈116.565°, ≈116.565°, ≈126.870°) 306:List of text-based computer games 18:Isometric graphics in video games 2606:The Best-Looking Isometric Games 1794:: listing of oblique video games 1752: 1730: 1709: 1679: 1648: 1625: 1030: 1014: 899: 890: 846:Another early isometric game is 787:History of isometric video games 503: 471: 447: 438: 301:List of stereoscopic video games 51: 1846:. Gamer Network. Archived from 1307:Comparison of several types of 2612:The Best Isometric Video Games 2429:"SimCity 4: Rush Hour Preview" 2103:United States Copyright Office 2050:The Video Game Theory Reader 2 2014:アーケードTVゲームリスト国内•海外編(1971-2005) 1985:United States Copyright Office 1933:Grayson, Nathan (2016-04-01). 286:List of four-dimensional games 1: 3002:3D computer graphics software 2571:Hamilton, Kirk (2014-07-03). 2515:O'Hagan, Steve (2008-08-07). 2261:Computer Graphics Newsletters 1838:Signor, Jeremy (2014-12-19). 1723:real-time strategy video game 682:, or an army of minions in a 580:gaming environments. Because 496:arctan(sin(arctan(sin(45°)))) 380:three-dimensional (3D) effect 352:Isometric video game graphics 105:Isometric video game graphics 2817:Hidden-surface determination 1406:The Temple of Elemental Evil 1323:video games; games that use 1002:used isometric perspective. 947:. The ZX Spectrum magazine, 311:Category:Video game graphics 95:Full motion video based game 2517:"PC Previews: Silent Storm" 2491:"Divine Divinity goes gold" 2489:Walker, Trey (2002-07-12). 2427:Butts, Steve (2003-09-09). 2398:"GameSpot Preview: Arcanum" 1142:tactical role-playing games 735:is trivial, in comparison. 545:Trent Oster, co-founder of 415:computer role-playing games 251:First-person shooter engine 34:Type of video game graphics 3087: 2396:Green, Jeff (2000-02-29). 2374:. May 2000. Archived from 2322:"Looking for an old angle" 2263:. SIGGRAPH. Archived from 2214:"Soft Solid 3D Ant Attack" 1430:One advantage of top-down 1412:Torment: Tides of Numenera 1242:Torment: Tides of Numenera 680:computer role-playing game 666:. Secondly, compared to a 80:2.5D & 3/4 perspective 26: 2527:Future Publishing Limited 2522:ComputerAndVideoGames.com 2175:Killer List of Videogames 2129:Killer List of Videogames 2087:Killer List of Videogames 1968:Killer List of Videogames 1907:Vas, Gergo (2013-05-10). 1871:Vas, Gergo (2013-03-18). 1450:Finding world coordinates 1424:Disgaea: Hour of Darkness 1040:mimicking the video game 354:are graphics employed in 110:Side-scrolling video game 2145:"The Creation of Q*Bert" 1466: 1183:role-playing video games 1134:role-playing video games 621:3D hardware acceleration 610:depth confusion problems 559:computer and video games 3029:Vector graphics editors 3024:Raster graphics editors 1339:(2003); games that use 1229:series (2015-2018) and 865:isometric platform game 684:real-time strategy game 291:List of FMV-based games 115:Stereoscopic video game 2912:Checkerboard rendering 2437:IGN Entertainment, Inc 1703:Perspective projection 1451: 1378:Divinity: Original Sin 1357:perspective projection 1321:dimetrically projected 1316: 1289:perspective projection 1272:Divinity: Original Sin 1237:Obsidian Entertainment 1219:series (2013-2015) by 1209:role-playing games on 1097:perspective projection 863:In February 1983, the 623:. Similarly to modern 542: 378:, thereby producing a 366:, but which angle the 100:Graphic adventure game 45: 2867:Affine transformation 2846:Surface triangulation 2790:Anisotropic filtering 2579:. Gizmodo Media Group 2443:on September 20, 2003 2368:BNET Business Network 1941:. Gizmodo Media Group 1915:. Gizmodo Media Group 1897:vertices of the cube. 1879:. Gizmodo Media Group 1449: 1418:Final Fantasy Tactics 1306: 1159:Final Fantasy Tactics 923:Atari 8-bit computers 707:display aspect ratios 492:arctan(sin(≈35.264°)) 461:is equal to ≈35.264°. 263:Virtual camera system 130:Tile-based video game 40: 1325:trimetric projection 1309:graphical projection 1247:inXile Entertainment 1213:. These include the 1049:trimetric projection 993:La Abadía del Crimen 883:, released in 1984. 813:DECO Cassette System 799:in the early 1980s. 372:top-down perspective 180:3D computer graphics 158:2D computer graphics 135:Top-down perspective 29:Isometric projection 3071:Video game graphics 2882:Collision detection 2810:Global illumination 2548:"Torchlight Review" 2195:(21). December 1983 1761:UFO: Alien Invasion 1665:strategy video game 1619:Dimetric projection 1293:parallel projection 1266:Planescape: Torment 1226:Pillars of Eternity 1221:Harebrained Schemes 1114:XCOM: Enemy Unknown 777:dimetric projection 732:2D graphics scaling 703:display resolutions 676:party of characters 653:diminishing returns 536:certain to cause a 400:dimetric projection 364:parallel projection 296:List of FPS engines 66:Video game graphics 60:Part of a series on 2932:Scanline rendering 2726:Parallax scrolling 2716:Isometric graphics 2408:CNET Networks, Inc 2222:(1). February 1984 1743:running in the 3D 1696:city-building game 1673:Oblique projection 1642:city-building game 1452: 1432:oblique projection 1341:oblique projection 1317: 1313:oblique projection 1175:Breath of Fire III 590:visual perspective 582:parallel projected 234:Real-time graphics 163:Parallax scrolling 46: 3053: 3052: 2994:Graphics software 2887:Planar projection 2872:Back-face culling 2744: 2743: 2688:Alpha compositing 2649:Computer graphics 2497:. CBS Interactive 2299:10.1109/38.851742 2060:978-0-415-96282-7 1764:2.4 tactical mode 1505:virtualTileHeight 1457:rotation matrices 1216:Shadowrun Returns 975:Highway Encounter 837:isometric shooter 793:three-dimensional 557:In the fields of 386:—i.e., the 349: 348: 229:Computer graphics 125:Third-person view 85:First-person view 16:(Redirected from 3078: 2979:Volume rendering 2851:Wire-frame model 2704: 2642: 2635: 2628: 2619: 2602:at Eurogamer.com 2588: 2587: 2585: 2584: 2568: 2562: 2561: 2559: 2558: 2543: 2537: 2536: 2534: 2533: 2512: 2506: 2505: 2503: 2502: 2486: 2480: 2479: 2477: 2476: 2458: 2452: 2451: 2449: 2448: 2439:. Archived from 2424: 2418: 2417: 2415: 2414: 2393: 2387: 2386: 2384: 2383: 2354: 2348: 2345: 2339: 2338: 2336: 2335: 2330:(51). April 1988 2318: 2312: 2302: 2282: 2276: 2275: 2273: 2272: 2255:Steven Collins. 2252: 2246: 2245: 2237: 2231: 2230: 2228: 2227: 2210: 2204: 2203: 2201: 2200: 2183: 2177: 2166: 2160: 2159: 2157: 2155: 2137: 2131: 2120: 2114: 2113: 2111: 2109: 2095: 2089: 2078: 2072: 2071: 2069: 2067: 2044: 2033: 2032: 2008: 1997: 1996: 1994: 1992: 1976: 1970: 1959: 1953: 1952: 1947: 1946: 1930: 1924: 1923: 1921: 1920: 1904: 1898: 1894: 1888: 1887: 1885: 1884: 1868: 1859: 1858: 1856: 1855: 1835: 1781:Filmation engine 1756: 1734: 1713: 1683: 1652: 1629: 1605: 1602: 1599: 1596: 1595:numberOfTilesInY 1593: 1590: 1587: 1584: 1581: 1578: 1575: 1572: 1569: 1566: 1563: 1560: 1559:numberOfTilesInX 1557: 1554: 1551: 1548: 1545: 1542: 1539: 1536: 1533: 1530: 1527: 1524: 1523:numberOfTilesInY 1521: 1518: 1515: 1512: 1509: 1506: 1503: 1500: 1497: 1494: 1491: 1488: 1485: 1484:virtualTileWidth 1482: 1479: 1476: 1473: 1470: 1034: 1018: 903: 894: 782: 770: 766: 762: 754: 750: 645:tablet computers 553: 525: 524:arctan(sin(30°)) 507: 497: 493: 475: 460: 459:arctan(sin(45°)) 451: 442: 397: 393: 389: 341: 334: 327: 55: 48: 21: 3086: 3085: 3081: 3080: 3079: 3077: 3076: 3075: 3056: 3055: 3054: 3049: 3033: 2988: 2855: 2800:Fluid animation 2740: 2702: 2674: 2665:Diffusion curve 2657:Vector graphics 2651: 2646: 2596: 2591: 2582: 2580: 2570: 2569: 2565: 2556: 2554: 2545: 2544: 2540: 2531: 2529: 2514: 2513: 2509: 2500: 2498: 2488: 2487: 2483: 2474: 2472: 2471:. CMP Media LLC 2460: 2459: 2455: 2446: 2444: 2426: 2425: 2421: 2412: 2410: 2395: 2394: 2390: 2381: 2379: 2356: 2355: 2351: 2346: 2342: 2333: 2331: 2320: 2319: 2315: 2284: 2283: 2279: 2270: 2268: 2254: 2253: 2249: 2239: 2238: 2234: 2225: 2223: 2212: 2211: 2207: 2198: 2196: 2185: 2184: 2180: 2167: 2163: 2153: 2151: 2139: 2138: 2134: 2121: 2117: 2107: 2105: 2097: 2096: 2092: 2079: 2075: 2065: 2063: 2061: 2046: 2045: 2036: 2029: 2010: 2009: 2000: 1990: 1988: 1978: 1977: 1973: 1963:Treasure Island 1960: 1956: 1944: 1942: 1932: 1931: 1927: 1918: 1916: 1906: 1905: 1901: 1895: 1891: 1882: 1880: 1870: 1869: 1862: 1853: 1851: 1837: 1836: 1811: 1807: 1772: 1765: 1757: 1748: 1735: 1726: 1714: 1705: 1698: 1684: 1675: 1668: 1653: 1644: 1630: 1621: 1616: 1607: 1606: 1603: 1600: 1597: 1594: 1591: 1588: 1585: 1582: 1579: 1576: 1573: 1570: 1567: 1564: 1561: 1558: 1555: 1552: 1549: 1546: 1543: 1540: 1537: 1534: 1531: 1528: 1525: 1522: 1519: 1516: 1513: 1510: 1507: 1504: 1501: 1498: 1495: 1492: 1489: 1486: 1483: 1480: 1477: 1474: 1471: 1468: 1444: 1400:Depths of Peril 1361:bird's eye view 1352:Divine Divinity 1301: 1251:Infinity Engine 1203: 1140:, particularly 1138:console systems 1108:Civilization VI 1093:3D acceleration 1076:Civilization II 1059: 1058: 1057: 1056: 1055: 1035: 1027: 1026: 1019: 1008: 987:Head Over Heels 945:90 degrees axis 913: 912: 911: 910: 906: 905: 904: 896: 895: 818:Treasure Island 805: 789: 780: 768: 764: 760: 752: 748: 747:. Lines in the 745:raster graphics 741: 699: 641:television sets 629:motion pictures 592:. This allowed 555: 549:and founder of 544: 531: 530: 529: 528: 527: 523: 508: 500: 499: 495: 491: 476: 465: 464: 463: 462: 458: 454: 453: 452: 444: 443: 432: 427: 395: 391: 387: 345: 316: 315: 281: 273: 272: 246:Graphics engine 241:Game art design 153: 145: 144: 120:Text-based game 75: 35: 32: 23: 22: 15: 12: 11: 5: 3084: 3082: 3074: 3073: 3068: 3058: 3057: 3051: 3050: 3048: 3047: 3041: 3039: 3035: 3034: 3032: 3031: 3026: 3021: 3020: 3019: 3014: 3009: 2998: 2996: 2990: 2989: 2987: 2986: 2981: 2976: 2971: 2966: 2961: 2956: 2951: 2949:Shadow mapping 2946: 2941: 2936: 2935: 2934: 2929: 2924: 2919: 2914: 2909: 2904: 2894: 2889: 2884: 2879: 2874: 2869: 2863: 2861: 2857: 2856: 2854: 2853: 2848: 2843: 2842: 2841: 2831: 2824: 2819: 2814: 2813: 2812: 2802: 2797: 2792: 2787: 2782: 2776: 2771: 2765: 2760: 2754: 2752: 2746: 2745: 2742: 2741: 2739: 2738: 2733: 2728: 2723: 2718: 2712: 2710: 2701: 2700: 2695: 2690: 2684: 2682: 2676: 2675: 2673: 2672: 2667: 2661: 2659: 2653: 2652: 2647: 2645: 2644: 2637: 2630: 2622: 2616: 2615: 2609: 2603: 2595: 2594:External links 2592: 2590: 2589: 2563: 2538: 2507: 2481: 2453: 2419: 2388: 2349: 2340: 2313: 2277: 2247: 2232: 2205: 2178: 2161: 2132: 2115: 2090: 2073: 2059: 2034: 2028:978-4990251215 2027: 1998: 1971: 1954: 1925: 1899: 1889: 1860: 1808: 1806: 1803: 1802: 1801: 1795: 1789: 1783: 1778: 1771: 1768: 1767: 1766: 1758: 1751: 1749: 1736: 1729: 1727: 1715: 1708: 1704: 1701: 1700: 1699: 1685: 1678: 1674: 1671: 1670: 1669: 1654: 1647: 1645: 1631: 1624: 1620: 1617: 1615: 1612: 1467: 1443: 1440: 1394:Dungeon Keeper 1388:Syndicate Wars 1300: 1297: 1202: 1199: 1053:hexagonal grid 1036: 1029: 1028: 1020: 1013: 1012: 1011: 1010: 1009: 1007: 1004: 908: 907: 898: 897: 889: 888: 887: 886: 885: 880:Marble Madness 804: 801: 788: 785: 740: 737: 698: 695: 633:super computer 532: 509: 502: 501: 477: 470: 469: 468: 467: 466: 456: 455: 446: 445: 437: 436: 435: 434: 433: 431: 428: 426: 423: 347: 346: 344: 343: 336: 329: 321: 318: 317: 314: 313: 308: 303: 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2793: 2791: 2788: 2786: 2783: 2780: 2777: 2775: 2772: 2770: 2766: 2764: 2761: 2759: 2758:3D projection 2756: 2755: 2753: 2751: 2747: 2737: 2734: 2732: 2729: 2727: 2724: 2722: 2719: 2717: 2714: 2713: 2711: 2709: 2705: 2699: 2698:Text-to-image 2696: 2694: 2691: 2689: 2686: 2685: 2683: 2681: 2677: 2671: 2668: 2666: 2663: 2662: 2660: 2658: 2654: 2650: 2643: 2638: 2636: 2631: 2629: 2624: 2623: 2620: 2614:at Kotaku.com 2613: 2610: 2608:at Kotaku.com 2607: 2604: 2601: 2598: 2597: 2593: 2578: 2574: 2567: 2564: 2553: 2549: 2542: 2539: 2528: 2524: 2523: 2518: 2511: 2508: 2496: 2492: 2485: 2482: 2470: 2469: 2464: 2457: 2454: 2442: 2438: 2434: 2430: 2423: 2420: 2409: 2405: 2404: 2399: 2392: 2389: 2378:on 2012-07-10 2377: 2373: 2369: 2365: 2364: 2359: 2353: 2350: 2344: 2341: 2329: 2328: 2323: 2317: 2314: 2310: 2306: 2300: 2296: 2292: 2288: 2281: 2278: 2267:on 2012-09-09 2266: 2262: 2258: 2251: 2248: 2243: 2236: 2233: 2221: 2220: 2215: 2209: 2206: 2194: 2193: 2192:Sinclair User 2188: 2182: 2179: 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Index

Isometric graphics in video games
Isometric projection


Video game graphics
2.5D & 3/4 perspective
First-person view
Fixed 3D
Full motion video based game
Graphic adventure game
Isometric video game graphics
Side-scrolling video game
Stereoscopic video game
Text-based game
Third-person view
Tile-based video game
Top-down perspective
Vector game
2D computer graphics
Parallax scrolling
Pixel art
Sprite
3D computer graphics
3D rendering
Polygon
Pre-rendering
Cel shading
Skybox
Animation
Digitization

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