Isometric graphics in video games and pixel art | Wikipedia audio article
Channel: wikipedia tts
Date: 2018-12-20

This is an audio version of the Wikipedia Article:
https://en.wikipedia.org/wiki/Isometric_video_game_graphics


00:01:09 1 Overview
00:01:18 1.1 Advantages
00:04:10 1.2 Differences with "true" isometric projection
00:05:35 2 History of isometric video games
00:06:01 2.1 1980s
00:08:25 2.2 1990s
00:10:06 2.3 Infinity Engine
00:11:02 2.4 Kickstarter
00:12:27 2.5 Similar projections
00:14:06 3 Mapping screen to world coordinates
00:16:41 4 Examples
00:16:50 4.1 Dimetric projection
00:16:59 4.2 Oblique projection
00:17:07 4.3 Perspective projection
00:17:16 5 See also



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SUMMARY
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Isometric video game graphics are graphics employed in video games and pixel art where the viewpoint is angled to reveal facets of the environment that would not be visible from a top-down perspective or side view, thereby producing a three-dimensional effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., the x, y, and z axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used; some form of parallel projection, such as dimetric projection with a 2:1 pixel ratio, is the most common. The terms "3/4 perspective", "2.5D", and "pseudo-3D" are also sometimes used, although these terms can possess slightly different meanings in other contexts.
Once common, isometric projection became less common with the advent of more powerful 3D graphics systems, and as games began to focus more on action and individual characters. However, video games using isometric projection have seen somewhat of a resurgence in recent years, especially on Kickstarter.