#Faster double for loop?

25 messages · Page 1 of 1 (latest)

shy trout
#

you have two options: learn to use the 3d camera because it makes creating an isometric game like 4,000 times easier

#

like way way way easier

#

or you need to learn to basically get as close to the 3d camera as possible, without using it, which means vertex buffers and shaders and what not

#

i'd go with A

#

that is correct mostly; its not illegal to open up vertex buffers and change them and resubmit them but it should be used sparingly. this is where the 3d camera comes in

#

instead of rebuilding vbuffers to spin/zoom/rotate blocks

#

you just use actual blocks

#

and move the camera

#

yep

#

that is the proper way to do this

#

isometric games in gm dont need the 3d camera but once you want to actually spin them and "fake" 3d then you are way way way way way better off using actual 3d

#

even if its an orthographic projection

#

its how i do my game

#

camera can rotate and pitch

#

i dont, sorry heh

#

the big things are learning vbuffers real good, learning to combine them, and also learning the 3d camera

#

blocky isometric tho, collisions should be a breeze

#

yep

#

he's a series of animation frames as vbuffers

#

the easiest way would be to cache the frames based on uv position, and then you would use a surface instead of a sprite for the vbuffer texture

#

so you can add weapons and clothes to the surface

#

and you dont have to change the vbuffer ever

#

good luck!