Why Isometric? | Art, Code and Matrix Maths | A Devlog
This indie game development log (devlog) explains the high level concept, a method to make near perfect pixel art isometric tiles, the linear algebra of transformation matrices and the code changes and considerations you need when converting a game to an isometric format. There's just something special about isometric games. They capture the retro feel of using 2D graphics to display a 3D world, in a time where immense, billion polygon 3D landscapes are now industry standard. Join me for a dive into pixel ratios, matrix multiplications, and theoretically perfect but realistically rather buggy code. -- Note -- Feedback on programming is appreciated! If you don't know how to code, that's alright, my explanation of the maths is much more technical. Linear algebra is quite cool! Do not take coding advice from me, I am definitely not an expert :) --- A text version of this will be up on my website in a day or two, with other tutorials, game devlogs and interesting blog posts, at wintermutedigital.com. Software Used: Pixel Art - Aseprite Game Engine - Unity 5 Math Equations - LaTeX + Google Slides (xD), rendered with the excellent online tool https://quicklatex.com/. Video Editing/Motion Graphics - Blender 2.83 LTS Audio - Audacity Gameplay - Stardew Valley, my farm :3 Credits: Music: X Ray Vision, by Slynk. Sourced from the Youtube Audio Library Exploded View Isometric Diagram: wikimedia - by Duk - https://en.wikipedia.org/wiki/Explode... Timestamps: 0:00 - Intro 0:30 - Video Overview 0:55 - Top Down to Isometric 2:35 - How to make tileable isometric tiles in Aseprite 8:08 - Linear Algebra, Transform Matrices and Projections 9:40 - Useful Formulae for Converting between Rectangular/Isometric systems 10:55 - Programming Considerations #indiegamedev #gamedev #isometric #art #code #matrix #linearalgebra

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