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Use an orthographic view matrix and a simple "turn-and-tilt" world matrix and then draw tiles in an screen-axis-aligned grid. That should give you the isometric look you want.
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Hark! Returned I, Swordshock, have to Yea Olde Forumn! :-P Finally done with summer classes...
Sparkworker, if you used Atan, not Atan2, you would have to add and subtract as you mentioned. Atan2 takes care of that for you, accounting for the signs of both its Y and X parameters.
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Is this what you're looking for?
Matrix rotation = Matrix.CreateRotationZ(angle);
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Just now, I double-checked my algorithm. It should definitely work.
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You could do this without introducing the third dimension:
public Vector2 RotateAboutOrigin(Vector2 point, Vector2 origin, float rotation)
{
...
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The .Net framework has a RectangleF class. Just thought you might be interested. :-)
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As far as I know, the Curve class represents a wave. You put in an X value, and it spits out a Y value. For your purposes, you should use splines:
http://mathworld.wolfram.com/B-Spline.html
http://en.wikipedia.org/wiki/Cubic_Hermite_spline
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[quote user="MissileControl"][quote user="Swordshock"]In layman's terms, you are trying to map the range [0, 1] onto [0.01, 10000000]. With floating point numbers, that is not going to work so well. To make matters worse, the range [0, 1] uses a logarithmic scale. Decrease the space between the ...
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[quote user="capnmidnight"]Practice does not make perfect. Perfect practice makes perfect.[/quote]
May I quote you on that? :-)
[quote user="capnmidnight"]You mentioned wanting to have the player's name accessible. Well, in reallity, it's NOT needed to be accesible to everything in the game. It's really only ...
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I agree with the original poster, this new look is a problem. Honestly, it does hurt my eyes. The contrast is too low, especially between the text and text background, making the text a strain to read. Something about the polka-dot background is annoying as well... It looks like one of those optical-illusion pictures ...