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Author Topic: Isometrics  (Read 5986 times)

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Ben

Isometrics
« on: April 05, 2006, 12:27:50 pm »
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Can someone please explain to mean why the angle of isometrix is 25.565 instead of 30. Because by my logic the sin of a 2x1 triangle (sin(1/2)) is 30. And I don't see why it should be 25.565 even though it is.
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Re: Isometrics
« Reply #1 on: April 05, 2006, 02:33:37 pm »
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Can someone please explain to mean why the angle of isometrix is 25.565 instead of 30. Because by my logic the sin of a 2x1 triangle (sin(1/2)) is 30. And I don't see why it should be 25.565 even though it is.

This is a good question, perhaps it just looks better like that? Im not sure.
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  • Elliott Parkinson
Re: Isometrics
« Reply #2 on: April 05, 2006, 03:01:05 pm »
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Can someone please explain to mean why the angle of isometrix is 25.565 instead of 30. Because by my logic the sin of a 2x1 triangle (sin(1/2)) is 30. And I don't see why it should be 25.565 even though it is.

This is a good question, perhaps it just looks better like that? Im not sure.
yeah your right
Quote
An traditional Isometric view is based on an angle of 30 degrees, however due to the nature of Computer Monitors 30 degrees gives a messy and uneven line when displayed on a screen. Pixelart uses an angle of roughly 25.565 degrees. Don't worry about the sudden appearance of mathematics you don't really need to concern yourself with all these numbers.
http://zoggles.co.uk/asp/tutorials.asp?tut=18&page=71
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Ben

Re: Isometrics
« Reply #3 on: April 05, 2006, 03:06:55 pm »
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:-p that's where i got the number from. XD

ut I wanna knowwhy it looks like that, because by the current (obviously incorrect) math it shouldn't.
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Re: Isometrics
« Reply #4 on: April 05, 2006, 04:23:05 pm »
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:-p that's where i got the number from. XD

ut I wanna knowwhy it looks like that, because by the current (obviously incorrect) math it shouldn't.

I think its because of the way pixels on your screen work, if there were twice as much then i do not think it mess up would be as obvious...
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  • Elliott Parkinson
Re: Isometrics
« Reply #5 on: April 05, 2006, 04:26:02 pm »
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In the fields of video games and pixel art, the isometric projection used may deviate slightly due to the limitations of raster graphics; without anti-aliasing, lines in the x and y axes would not follow a neat pattern when drawn 30?? to the horizontal, and earlier computer graphics were also less capable of supporting more colors to effectively utilize anti-aliasing. Typically, a 2:1 pixel pattern ratio is used to simulate x and y axes lines, resulting in these axes following a 26.565?? (arctan 0.5) angle to the horizontal instead

(source: http://en.wikipedia.org/wiki/Isometric_projection)
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Ben

Re: Isometrics
« Reply #6 on: April 05, 2006, 07:33:47 pm »
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...
I just realised that.
XD.
I was taking 2 as the hypotenuse, which just doesn't work.
Grrr. Ah well.
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Re: Isometrics
« Reply #7 on: April 05, 2006, 10:56:44 pm »
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...
I just realised that.
XD.
I was taking 2 as the hypotenuse, which just doesn't work.
Grrr. Ah well.

Worth the looking into though, i never knew why untill today :D
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  • Elliott Parkinson

Ben

Re: Isometrics
« Reply #8 on: April 06, 2006, 09:03:26 am »
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Shouldn't be too hard then.
Have an array of doubles, 0, tan0.5, 45, 90-tan0.5, 90, etc.
Find out which angle the line is closest too and then snap it to that. :D.
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Goodnight

Once and future Captain
Re: Isometrics
« Reply #9 on: April 10, 2006, 10:21:40 pm »
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arctan(1/2) = 26.565, that's why.
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Ben

Re: Isometrics
« Reply #10 on: April 11, 2006, 09:25:45 am »
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You should really read the topic goodnight, we'd already figured that out :-p
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Goodnight

Once and future Captain
Re: Isometrics
« Reply #11 on: April 11, 2006, 09:46:34 pm »
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Sorry, heh. I skimmed the topic preview and didn't see that.
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