Introduction to Isometrics
Sometimes explaining and understanding a concept is easier with comparisons. With this in mind we will briefly discuss 3D in games in general and then specifically talk about isometrics.
It is rare today to find professionally created games for sale that are not 3D. Even games that are typically only two-dimensional, such as card games, often have some sort of 3D element. As mentioned in Chapter 1, "First Steps," 3D can be applied to a game in many ways. Games like Unreal Tournament use a real 3D engine. A 3D engine can rotate objects and display them correctly onscreen, changing the camera's viewpoint at any time, and uses very detailed z-sorting. Z-sorting is the concept and act of placing one object on top of another to give the appearance of it being in front. (In Flash, the objects we'll work with will be movie clips.) The sequence in which we arrange the objects is called the stacking order. Each object in the stack is at a specific depth�assigned by a relative numeric value�also known as a z-index. Z-sorting can be applied to several different types of situations including a 3D world (as in this chapter) or the open windows of your operating system.
For instance, your keyboard is in front of your monitor, so it has a higher z-sorting number�the closer to the game player, the higher the number.) One of the most powerful things about advanced 3D engines, such as the one written for a game like Unreal Tournament, is that they can map bitmaps to shapes. (For instance, the bitmap of a human face can be mapped onto the shape of a head, which is a polygon. When this shape rotates in the 3D world, it appears to be a human head.) With this type of 3D engine, all shapes are rendered (created) onscreen mathematically. There are usually some premade bitmaps, like the human face mentioned above, but for the most part all of the objects are created and moved on the fly. This type of engine is very processor-intensive, and because of the real-time creation of objects, it can limit the game's level of detail.
Early on in the online game world, developers discovered that a 3D world was great for many types of games but that changing camera views wasn't always important. With this in mind, some games were developed with only one camera view�an isometric view (the angles of which will be discussed in the next section).
At this point, before we talk more about the isometric view, it is important to note the concept of perspective. Imagine that you are standing on a long, straight road. As you look down this road, its two sides appear to converge far off in the distance. As we all know, the sides of the road do not actually converge way off in the distance. If you were to travel to the end of the road, then you would see that it is just as wide at the end as it is at the beginning. This visual illusion is called perspective. Without perspective, the road would appear to stay the same width, and in fact it would probably be impossible to get a feeling for how long the road is. Perspective helps to give us an idea of an object's dimensions.
Courtesy of Blizzard Entertainment®
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