Isometric game I'm working on

Post date: Oct 20, 2014 8:35:25 PM

Long date fan of isometric games here. After long journeys venturing on isometric sorting, I finally manage to have my 'perfect' isometric sorting, its not a light algorithm thou.

That was my source: http://bannalia.blogspot.de/2008/02/filmation-math.html

So basically, the algorithm works for any size of hexagons/prisms/cuboids. Characters, objects, map 'tiles'(cubes, voxel maps, lots of stacked boxes) are free of restrictions on size or positions, no sorting errors.

Im not sure how I'd handle other shapes then cuboids, although I know I only need to plug a "IsBehind" formula for each different shape combination on the current algorithm. For example, a slope shape (a ramp or stairs) where the character uses to get to a higher level without jumping -> with the current comparison mode, fitting the slope in a hexagon, sorting error certainly occurs.

The algorithm is sensitive to penetration, so collision response needs to be tight. If there's still penetration between two cuboids when sorting, they might be sorted wrong.

Which brings another subject: my AABB3D collision system, super tight ¦D. I had a tile based collision system, worked fine, but for the game I working on I have way more requirements. So now I have an improved collision system, and am very happy with it.

It supports collision with any size of AABB, be it dynamic(moving) or static. All problems that arises due interpenetration are solved (no stacking problems). (or the ones I found out o_o, which where a lot)

This is not physics, I did that system as a "character controllers" collision system, not rigid bodies or particles. The response is simply penetration solving.

Here's some screens, you may note I'm working on some form of lightning also, pretty cool I think. The objects get darker gradually based on the occlusion by other objects above it, also affected by distance on y. There's also some form of "ambient occlusion", not sure if it's fair call it like that..but objects affect ground tiles surrounding it. It may seem as tutty frutty at first, but if you remove it a good deal of your depth perception simply disappears, the lightning helps a lot the understanding of where stuff are localized. This is important since most stuff are tiles/voxels and repeats a lot on the map.