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Re: Questions on Aspect Ratios and Isometric Views

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Questions on Aspect Ratios and Isometric Views
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Thu, 24 Jul 2003 20:18:11 -0700
At 7:28 PM -0400 7/24/03, Robert Steely wrote:

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.

Great -- but don't just work from an example, be sure you've read <http://www.codenautics.com/meshwork/sprites.html> too.

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.

As long as the aspect ratio of the camera matches the aspect ratio of your output picture, so that the pixels are square, then it doesn't matter. Use whatever fits your subject. No, it doesn't matter at all how big your SpriteSurface is.

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?

I've seen games which do it that way. It looks OK to me, though not as nice as the traditional isometric view, but that's just a matter of opinion. I'd suggest you render a few sprites both ways and mock up a screen somehow (use a drawing program if necessary), and see which you prefer.

Cheers,
- Joe

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|    Joseph J. Strout           REAL Software, Inc.                |
|    joe at realsoftware dot com       http://www.realsoftware.com        |
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