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Thread: Ultimate How-To: Real 3D Isometric Movement

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    Ultimate How-To: Real 3D Isometric Movement

    A little example file I made on how simulating Isometric 3D works on a 2D plane, such as MMF2.

    This should rid the question of "how to do Isometric Movement."

    It explains how to do real Isometric movement, without doing any "graphical hacks" or having a separate Top Down collision layer.

    Not only does it explain how to do Isometric perspective, but also why it works that way. In the comments I try to constantly remind the reader that the isometric view is actually a tilted 3D camera perspective and not just "moving at a not-quite 45 degree angle," as I've seen it referred to before. Its all about perspective!

    Its heavily commented. Sorry if it seems dumbed down to some experienced coders, but it was targeted at people who are new to making custom movements in MMF2, and people who are new to using trigonometry in a movement system. And also those who refer to Isometric games as moving at "not-quite 45 degree angles." Its all fairly easy though once you understand the basics.

    The key to remembering how Isometric games work is the 2 to 1 Ratio.
    Attached files Attached files

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    Re: Ultimate How-To: Real 3D Isometric Movement

    I have a little criticism about your claim of not having a top down collision layer. I pointed this out in further detail here. Please do not take it personal, as I do like that you showed in a simple way how to translate an object's position from top down to iso.
    But the basic point is that you do translate an object from top down to iso - you just don't use an extra layer for it. This is NOT any better. An extra layer is not nescessary - but it is EASIER TO USE once you add obstacles.
    It's like saying "Hey, I built a bicycle that doesn't need a steer! You steer it by turning the wheel left and right with your hands directly!" Well d'uh. The steer is not the problem - it actually makes things easier.

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    Re: Ultimate How-To: Real 3D Isometric Movement

    Nice bit of work putting things into perspective.

    Personally I've never gone for the whole "invisible object handling movement" thing, but it's definitely a good idea for the people who prefer to use built-in movements.

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    Re: Ultimate How-To: Real 3D Isometric Movement

    I understand, I never really liked that method either.

    But the method I've created allows use of both a custom movement and the built in MMF movement.

    You could actually still use the built in movement's collision detection too, I think. It'd take a little tinkering, but I think you could do it.

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    The file is empty, and I'd like to see how this was done. If anybody has this file, can they upload it?

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    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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