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Perspective or not?
Perspective 71%  71%  [ 5 ]
Isometry 14%  14%  [ 1 ]
Both and let the user decide. 14%  14%  [ 1 ]
Total votes: 7
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PostPosted: Wed Oct 26, 2005 10:52 am 
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Simple question - should we use perspectivic view, or isometric view?

Isometric is what TTD uses. Perspective is more of the lines of RT3.

If you want to see a difference take a look at terrain proto below.

BOot the proggy - P will switch between non-perspective (default) and perspective - space will create new terrain.


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PostPosted: Wed Oct 26, 2005 11:05 am 
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Does this change anything to the coding of the game? Or is a matter of preference?


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PostPosted: Wed Oct 26, 2005 11:13 am 
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This has been discussed and decided before: http://tt-forums.net/viewtopic.php?t=8332

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PostPosted: Wed Oct 26, 2005 11:18 am 
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Hyro - not quite - they are both axonometric ;)

Steve - try the proto, its just a matter of a few lines of code - alas for now. But perspective view will carry some extra overhead on the LOD system.

Altho some will say that perspective looks nicer ;)

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PostPosted: Wed Oct 26, 2005 12:06 pm 
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Not quite even, isometric projection is a member of the axonometric projection class. Isometric projection itself, if I remember correctly, has 3 subclasses itself btw. But since the poll ended up with axonometric projection as the prefered view we're tied to isometric. Perspective is as far as I'm aware just a general term.

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PostPosted: Wed Oct 26, 2005 3:55 pm 
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I don't really get the difference.

To me it seems like it's just tilting the camera (in-game), but from the sources I see it's a different drawing algorithm used by opengl.

If we can tilt the camera with both drawing algorithms, I don't care.

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PostPosted: Wed Oct 26, 2005 4:04 pm 
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PJayTycy wrote:
I don't really get the difference.

To me it seems like it's just tilting the camera (in-game), but from the sources I see it's a different drawing algorithm used by opengl.

If we can tilt the camera with both drawing algorithms, I don't care.
with isometric objects are the same number of pixels, no matter how far away they are, with perspective, the get smaller as they get further away from the camera.


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PostPosted: Wed Oct 26, 2005 7:34 pm 
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Given that the game is 3D and we'll be using actual models, I think an iso view will waste the graphical engine. It would also be A LOT cooler if you are watching a train in your view, with a city in the background. Presuming the camera is fully rotatable and pitchable?


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PostPosted: Thu Oct 27, 2005 6:48 am 
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In my experience Iso view is easier to build/construct things in. I'd suggest Iso view (or something similar) for building mode, but the ability of other views for, for example, vehicle tracking cams and such...

Just my 2 cents.

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PostPosted: Thu Oct 27, 2005 9:32 am 
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That's my experience too and I think a majority of the 3D-artists have experience in isometric projections.

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PostPosted: Thu Oct 27, 2005 11:09 am 
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I don't think that's a problem. A 3D model doesn't change between isometric or perspective view. When I make something I use isometric because that's easier, but with one mouseclick I can vew the model in perspective view.


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PostPosted: Thu Oct 27, 2005 9:43 pm 
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Here play some more to understand the difference.

[ and ] will rotate
+ and - will zoom in/out


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tp.zip [240.23 KiB]
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PostPosted: Fri Oct 28, 2005 10:26 am 
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uzurpator wrote:
Here play some more to understand the difference.



I don't exactly know what difference you mean,

but I think that this will be pretty easy for players to build in. The rotating and zooming functions would be nice as they are now, IMO.

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PostPosted: Wed Nov 08, 2006 11:33 pm 
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XeryusTC, can you fill us in on what TRoS will support?! Can we have tilting/shifting camera positions and also, what do you recommend for a game like TE?

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PostPosted: Thu Nov 09, 2006 7:12 am 
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TRoS is suppose to support full camera movement, this means turning around, pitching up down, zooming in etc.
And for the camera movement for TE, I think a "fixed rotate amount" and a "full 360 rotatable camera" would work, so you have one setting where the camera turns 90 degrees at once, something like RCT has. Or you can set the camera to be freely turnable so you can look from all views onto your little empire, this is what RRT has (IIRC). The fixed amount would be easier for building IMO, but the fully rotatable would be very nice if you just want to look around etc.
Zooming OTOH should be free both of the times which works best IME.

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PostPosted: Thu Nov 09, 2006 7:15 am 
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And then we should use axonometric or isometric perspective?

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PostPosted: Thu Nov 09, 2006 1:51 pm 
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The are the same:
http://en.wikipedia.org/wiki/Axonometric wrote:
The three types of axonometric projections are isometric projection, dimetric projection, and trimetric projection. Typically in axonometric drawing, one axis of space is shown as the vertical.

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PostPosted: Thu Nov 09, 2006 2:31 pm 
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Right. On IRC you said TRoS works with graphical perspective. I assume that's what best to choose then, right?

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PostPosted: Thu Nov 09, 2006 2:35 pm 
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Yes, it is probably what would look best (and most realistic). It is also quite hard (say impossible) to change it to pure isometric because OpenGL (the matrix part) actually causes it when you start putting in 3D.
We could add an option which automaticly makes the camera change position so it looks isometric :).

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PostPosted: Thu Nov 09, 2006 3:14 pm 
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No, graphical perspective it is.

Topic locked, vote result processed (09112006).

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