Perspective or no perspective?

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Perspective or not?

Perspective
5
71%
Isometry
1
14%
Both and let the user decide.
1
14%
 
Total votes: 7

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uzurpator
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Perspective or no perspective?

Post by uzurpator »

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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Post by Steve »

Does this change anything to the coding of the game? Or is a matter of preference?
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Post by Hyronymus »

This has been discussed and decided before: http://tt-forums.net/viewtopic.php?t=8332
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Post by uzurpator »

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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Post by Hyronymus »

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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Post by PJayTycy »

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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Post by Mek »

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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Post by Steve »

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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Post by Purno »

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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Post by Hyronymus »

That's my experience too and I think a majority of the 3D-artists have experience in isometric projections.
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Post by Arathorn »

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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Post by uzurpator »

Here play some more to understand the difference.

[ and ] will rotate
+ and - will zoom in/out
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Post by Purno »

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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Post by Hyronymus »

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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Post by XeryusTC »

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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Post by Hyronymus »

And then we should use axonometric or isometric perspective?
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Post by XeryusTC »

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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Post by Hyronymus »

Right. On IRC you said TRoS works with graphical perspective. I assume that's what best to choose then, right?
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Post by XeryusTC »

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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Post by Hyronymus »

No, graphical perspective it is.

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