#Isometric depth sorting

8 messages · Page 1 of 1 (latest)

fallen pewter
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Custom draw_texture() based depth sorting with height data

fallen pewter
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3d simulation of the isometric projection, or vice versa.... with subtile offset accommodations for spritelike objects -- may require more tweaking maybe?? Elevation for tiles are stored with the tileset; the shadow texture in this case is projected solely on elevation data and not a raycast (probably will look better with raycasting however)

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video demonstrates a sprite object testing the depth sorting of tiles even when it is in between tiles with a potentially closer scalar depth value by adjusting for elevation and localized priority

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I don't think this counts as a scene graph, it uses godot's sort_custom and can squeak out 60 only just -- probably would be way faster with c# and a different list sorting algorithm)

fallen pewter
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Godot 3.x's Light2D rendering doesn't work correctly with viewports so I'm experimenting with a custom shader based on the phong lighting model. I'm curious if the effect will be convincing without raycasting or 3d occlusion.

forest belfry
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:gd_holding_back_tears: gdclap

fallen pewter
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2.5d Voxel rendering using the MagicaVoxel importer from the asset library; two 3d viewports render the texture and normal map separately and then are combined into the 2d lighting model

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the normal map is rendered at a much lower resolution to smooth out the voxels