Perfect isometric sorting

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Post » Tue Aug 31, 2010 7:34 pm

Here's an example of isometric sorting like the filmation engine. It can sort isometric blocks of any size (length, width and depth) and should be flicker free. There is only one situation where sorting fails, but that can be avoided with level design.

The graphics are from this free sprite library:[url:1bmrjp53]http://planar-studios.com/?nav=2&view=niilulib[/url:1bmrjp53]

Download:
[url:1bmrjp53]http://dl.dropbox.com/u/5426011/examples/iso2.cap[/url:1bmrjp53]
made in 0.99.93
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Post » Tue Aug 31, 2010 7:56 pm

Sweet.
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Post » Wed Sep 01, 2010 1:19 am

Sounds great.

Wish I had time right now to have a look at it, but I'll download it ready for tomorrow. :)

Cheers,
Krush.
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Post » Wed Sep 01, 2010 8:11 am

FFilmation, AS3 Isometric Engine. The demo is really good with very cool lighting and shadows. It is open source, so, If anyone know ActionScript3, can be useful to see used techniques. It has a good editor too.

[url:2k2pzhkp]http://www.ffilmation.org/website/[/url:2k2pzhkp]
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Post » Thu Sep 02, 2010 9:11 am

That's a really nice flash demo.

Also, nice work, R0J0hound. It looks really stable.
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Post » Sat Sep 11, 2010 1:43 am

I've been reading about this technique but I can't figure out how it works.
I have one simple question: is it feasible to use non-square collision bases?

Anyhoo, I updated the cap with a soft shadow (blurs and fades the higher you go up, looks nice) and tweaked controls to go with modern times XD (up is up, diagonal is diagonal).

Done in .9994

http://octavoarte.cl/iso2_alt.cap
Some countries may not download from this host. Sorry bout that, can't fix it myself. Overzealous protection from spambots in those blocks is responsible.
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Post » Sat Sep 11, 2010 11:14 pm

[quote:h7i2jc08]is it feasible to use non-square collision bases?[/quote:h7i2jc08]
It's possible, but would require some modification of the collision detection and depth sorting to handle the new type of shape. Currently all the objects are defined as blocks, and the depth sorting will fail if the blocks overlap in iso space.
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Post » Mon Sep 13, 2010 2:16 pm

Nice :D Yeah that sorting problem cant be fixed unless all objects are rendered with some kind of zbuffer. Without a zbuffer, its not possible to make A render over B render over C render over A
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Post » Wed Sep 15, 2010 7:20 am

Mmm I'm pretty sure collision wouldn't be a problem but sorting would.

How about hexagonal-base prisms? triangular? I want to look into it but I can't yet fully grasp how this works. I want players to be able to slide along horizontal and vertical walls without getting stuck into the edges that this rectangular base iso method forces.

I could do without it anyway tho :P I'll just cheat a bit and use graphics that are placed diagonally across a cube. Just walking along a wall won't be as nice.
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