Hi there, new to irrlicht and game programming but have been programming random stuffs in c/c++ for years now. My team and I are creating a small rpg using irrlicht for the graphics engine, and lucky me, I just happen to be in charge of creating the maps system (just working on a basic one for the beginning town for now...).
Basically, we want the map style of Warcraft III with the play style/Interface of Diablo II.
here's a screenshot that will give you a basic idea of the warcraft 3 maps
http://www.gamershell.com/pc/warcraft_i ... html?id=46 (we don't really need it to look this good, but it would be nice)
and here's a screenshot of Diablo II http://www.firingsquad.com/media/articl ... 6&pic_id=3
So, should I use an Isometric-style map or an Orthogonal map, or something completely different?
Thanks a bunch,
Alex
Isometric or Orthogonal?
Isometric or Orthogonal?
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My name is Hermes. I became tamed by devouring my own wings
My name is Hermes. I became tamed by devouring my own wings
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William Finlayson
- Posts: 61
- Joined: Mon Oct 25, 2004 12:11 am
From the screenshot, Warcraft 3 is drawn with perspective, not orthogonally, so ortho view is out. Isometric is just a particular viewing angle, if your map is 3d, then whether it is viewed top-down or isometrically shouldn't affect the system you use to represent the geometry.
You could use a heightmap, but with texture 'tiles'. Same idea as 2D tile maps, but applied to a 3d heightmap. As it would be drawn in 3d, whether you are viewing it with perspective or orthogonally, with an isometric angle or otherwise, will make no difference to the way the maps are put together.
I've never player Warcraft 3, but I'm sure if you give their map editor a go, you should be able to figure out how they implemented their terrain.
You could use a heightmap, but with texture 'tiles'. Same idea as 2D tile maps, but applied to a 3d heightmap. As it would be drawn in 3d, whether you are viewing it with perspective or orthogonally, with an isometric angle or otherwise, will make no difference to the way the maps are put together.
I've never player Warcraft 3, but I'm sure if you give their map editor a go, you should be able to figure out how they implemented their terrain.
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PC-XT
ON MY POINT OF VIEW
1- W3 - is pure low polygon 3D model are used as u can see u can even pan the camera but return to it's normal position. its a pure character & world map are in 3D model. that can be zoom pan and rotate so guess it's not an "ORTHO or an ISOMETRIC"
"Pure LOW-POLYGON MODEL"
2. D2 - is pure 2D Isomeric - but use the power of 3D effects its a 2D sprite that lies or run under 3D environment. D2- represent their 2D-Image in an ISOMETRIC way, every IMAGE or SPRITE created in ONE CAMERA VIEW in mind. "D2 is pure ISOMETRIC"
"NO 3D Model on D2 pure SPRITE manipulation"
4. if u can combine both 3D evironment and 2D sprite it will be great.
Just an idea.
1- W3 - is pure low polygon 3D model are used as u can see u can even pan the camera but return to it's normal position. its a pure character & world map are in 3D model. that can be zoom pan and rotate so guess it's not an "ORTHO or an ISOMETRIC"
"Pure LOW-POLYGON MODEL"
2. D2 - is pure 2D Isomeric - but use the power of 3D effects its a 2D sprite that lies or run under 3D environment. D2- represent their 2D-Image in an ISOMETRIC way, every IMAGE or SPRITE created in ONE CAMERA VIEW in mind. "D2 is pure ISOMETRIC"
"NO 3D Model on D2 pure SPRITE manipulation"
4. if u can combine both 3D evironment and 2D sprite it will be great.
Just an idea.