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DarkBASIC Professional Discussion / isometric view and fov

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SageTech
20
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 1st May 2005 07:20
My current game needs a decent isometric view, but i think it looks a little wierd, this could be perhaps becouse of the fov? if anyone knows the ideal number for an isometric fov, please tell me!

note:

current camera:

rotated x=45 y=45 z=0

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Ace Of Spades
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Joined: 6th Mar 2005
Location: Across the ocean
Posted: 1st May 2005 07:23
It all depends on the programmers perspective of the game. Write in controls such as
if key = 1 then incriment fov
if key = 2 then decriment fov

print out fov

then mess with it until it looks nice.

Digitalmodr
Coder_David
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SageTech
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 1st May 2005 08:32
ah i tried such a thing but relly didnt fiddle to long with it, ahwell ill try again thanks.

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games coder
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Joined: 2nd Feb 2005
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Posted: 1st May 2005 10:04
The codeBase has a simple isometric camera function. That example doesn't change the FOV. See http://darkbasicpro.thegamecreators.com/?m=codebase_view&i=17ae8cd1251dfe592015c55e0ad5687c

http://www.freewebtown.com/rioplata
http://rioplata.iwarp.com/
Nicholas Thompson
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Joined: 6th Sep 2004
Location: Bognor Regis, UK
Posted: 1st May 2005 13:08
Isn't Isometric at 30 degrees not 45? Thats what I was taught in my Technical Drawing lessons (allbeit 8 years ago.. God I feel old.. )

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Ace Of Spades
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Joined: 6th Mar 2005
Location: Across the ocean
Posted: 1st May 2005 13:12
as far as i know, isometric can be a wide range of angles, is not just one set angle.

Digitalmodr
Coder_David
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Chris K
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Joined: 7th Oct 2003
Location: Lake Hylia
Posted: 1st May 2005 18:01
It's impossible to do isometric with 3D.

You need to do it with sprites else objects will get smaller if they're further away from the camera (this happens in real life, but not in isometric)

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