Isometric graphics in video games and pixel art

The isometric perspective in computer games, sometimes also referred to as a three -quarter view, is a representation of the form of computer game content, which is intended to produce a three-dimensional impression. Usually it shows in computer games is happening from a survey perspective obliquely from above. The isometric representation is borrowed from architecture and is based on the mathematical basis of the axonometric. It is particularly common in strategy games, sports and business simulations and role plays.

Definition

Mathematically, isometric view that the three axes are disposed at an angle of 120 ° to each other and the distortion, or aspect ratios of all the three axes are equal. In the reception of computer games, the term isometry is used, however, not always congruent with the mathematical definition, but also extended to related and slightly varied, based on parallel projections perspectives. Since approximately correct isometric perspective because of the square shape of the screen pixels that form the basis of computer graphics, and sometimes can lead to unfavorable representations, there are often adjustments to the distortion angle. Also, for example, the computer role-playing game Fallout was often referred to as isometric, actually used, however, a cavalier perspective.

Importance

Along with the survey or bird's eye view and the side-scrolling counts the isometric perspective to the usual camera angles for created with the help of two-dimensional graphics computer games. Isometric perspectives is used inter alia, to produce similar effects with two-dimensional 3D graphics. This may be due to both the lower development costs, lower costs, the performance of the hardware-based as well as aesthetic considerations. The presentation is often done by an isometric engine.

The first computer game with an isometric view of the true arcade shooter Zaxxon by Sega in 1982, whose name also derives from the English " Axonometric projection" ( Axonometric ). In group-based computer role-playing games, the isometric perspective was used to represent the entire group of heroes can and was until the advent of de facto 3D graphics standard.

Despite its origin in the 2D technique sometimes also use games with a 3D graphics engine, the isometric perspective. Like its two predecessors -based 2D graphics also uses the strategy game Warcraft 3 predominantly an isometric overview. The program includes in addition the option to zoom the camera closer to the game, but the function provides the player with no additional benefit for the gameplay.

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