Pikuma: Isometric Projection in Game Development
pikuma.com
pikuma.com
https://en.wikipedia.org/wiki/Abomination:_The_Nemesis_Proje...
This article doesn't go into what a bitch isometric is. I remember spending a full day just on the calculation to go from 2D mouse pointer position->3D x,y,z tile position being clicked on.
And the game was supposed to be all pixel art. But then you have to render thousands of frames of bitmaps for the characters to have 8 DoF with every frame of every action they can make (walk, run, shoot, climb, etc), which adds up to a quadrillion MB of graphics. So during development it was decided the game would be 3D poly characters over 2D iso tile backgrounds. So, converting the whole game was fun. Those were the days before 3D engines really existed. The 3D engine was the one you wrote.
Something I’d like to read more of is supporting things like fixed rotation and strategies for depth/Z index from real games with code examples. I remember getting a bit stuck on animations of tall sprites with other game objects not rendering in the correct order. Eg a highway overpass or bridge with people/cars underneath. Would definitely pay for quality tutorials with code examples.
Edit: this is the first I’ve heard of Pikuma, this looks great well done!
I completely understand what you mean. Rollercoaster Tycoon comes to mind with physics and extremely complex animations.
Great stuff!!!
I took his first ECS game engine course, and it was good for a few hours, but halfway through the course it was clear he hadn't really understood what ECS is and was implementing his understanding of it.
I took his updated course which he'd overhauled and it seems he now properly understands ECS and the course was much better.
Put another way, there's a difference between an "Entity Component" architecture and an "Entity Component System" architecture. A lot of people read ECS as "A system made of entities and components" when it's actually "An architecture composed of Entities, Components, and the Systems that act on them".
Chris' website says he used MS Macro Assembler, MS Visual C, MS DirectX 5 SDK, and some other custom tools to develop RCT.
> Wait, this game looks 3D?
> It certainly does look 3D! In our work to bring Age of Empires to modern devices, we used the same 2 dimensional isometric engine that is so recognisable from the original Age of Empires and Age of Empires II games. When we started development on Age of Empires: Definitive Edition, we started building further on this original engine as well. Modern tricks on top of the recognizable 2D engine results in a 3D look, but it’s still 2D at heart.
I'm always looking for a weirdly.. medium level explanation of things. I specifically focus Rust, and use Rust game frameworks (because they interest me), but i often find i need more information than the framework level tutorials explain.. but not necessarily "write everything from scratch in C".
Maybe i'm wrong, maybe i as a person do need everything-from-scratch to wrap my head around everything. It just feels like so often frameworks assume so much more domain knowledge than i have. Yet most books/courses/etc are binary. They're either super deep, or super light.
Are there medium courses? Are medium courses even possible?