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Coordinate systems: Difference between revisions

matrix
(Created page with "The game does all game logic and physics calculation in orthogonal 3D space (that is, ''not'' isometric). The isometric projection step is only performed during the render phase of the game. The are three coordinate systems in use: # World space: Orthogonal coordinate system. All game logic calculations are performed in this coordinate system. # View space: Isometric coordinate system. Result of running world space coordinates through the isometric projection. # Screen...")
 
(matrix)
 
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}
}
</syntaxhighlight>
</syntaxhighlight>
Alternatively, replace the <code>world_to_view()</code> function with a multiplication by the following 3x3 matrix:
<pre>
matrix3x3 worldToView = {
    0.09375, 0, -0.09375,
    0.09375, -0.09375, 0.09375,
    0.09375, 0.09375, 0.09375,
};
</pre>


= Reverse conversion =
= Reverse conversion =