Question

I'm working on an isometric game. I'ts been going pretty well so far. One of the key features is a cam that can rotate 360 degrees around the player.

However, this makes depth calculations for handling the drawing order very hard. I basically have to switch the order of the for-loops depending on which way the camera faces (i.e. which two faces of an isometrically rendered cube are visible?)

I wonder if there is a smarter way to do this. If not, I'll have to use a lot of code that is very similar.

Was it helpful?

Solution

The smarter way would be to use OpenGL.

  • If you are using C++ or C, then just search only for the DLL libraries and import them into your project.
  • If you are using Java, then take a look at either LWJGL or JOGL.

All the libraries etc. are completely free to use, and you can use them in any way you want.

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