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Questions on Aspect Ratios and Isometric Views

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Questions on Aspect Ratios and Isometric Views
From: Robert Steely <robsteely at nc dot rr dot com>
Date: Thu, 24 Jul 2003 19:28:35 -0400
Ok, I think I have a pretty good handle on rendering Meshwork models in POV-Ray for use in a Spritesurface game. I started with Joe Strout's POV file from the RPG demo and have adapted it to use the orthographic camera, a 60 degree down-angle to objects, and a tight cluster of lights on one side to simulate sunshine.

Before I start to crank out sprites in large quantities, I want to make sure I'm not making any mistakes.

Does it matter if the aspect ratio I use to render individuals objects doesn't match the aspect ratio of other rendered objects or the ratio of the Spritesurface itself? For instance I found that an aspect ratio of 3/4 works well for humanoid models since they tend to be taller than they are wide. But for a cow, I wouldn't use those settings, I'd probably use 4/3. Or shouldn't I even worry about changing the aspect ratio on a model by model basis and just leave it set to 4/3 for everything? The Spritesurface itself will be 4/3 although this probably doesn't matter since everything is prerendered.

Secondly, I'm considering using a view angle that is directly above and in front of objects instead of an isometric view where the user sees three sides of an object. I'd like to avoid the skewed view angles that isometric games present where everything is turned 30 to 45 degrees and the player always appears to move diagonally. But I haven't seen any games that do it that way and I'm worried about a loss of 3D perspective. Any thoughts on the pros and cons of isometric versus 2-sided view?

Bob


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