Perspective or no perspective?
Moderator: Transport Empire Moderators
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
Perspective or no perspective?
Simple question - should we use perspectivic view, or isometric view?
Isometric is what TTD uses. Perspective is more of the lines of RT3.
If you want to see a difference take a look at terrain proto below.
BOot the proggy - P will switch between non-perspective (default) and perspective - space will create new terrain.
Isometric is what TTD uses. Perspective is more of the lines of RT3.
If you want to see a difference take a look at terrain proto below.
BOot the proggy - P will switch between non-perspective (default) and perspective - space will create new terrain.
- Attachments
-
- tpsc.zip
- Sources.
- (17.83 KiB) Downloaded 745 times
-
- tp.zip
- (240.06 KiB) Downloaded 780 times
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
This has been discussed and decided before: http://tt-forums.net/viewtopic.php?t=8332
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
Hyro - not quite - they are both axonometric
Steve - try the proto, its just a matter of a few lines of code - alas for now. But perspective view will carry some extra overhead on the LOD system.
Altho some will say that perspective looks nicer
Steve - try the proto, its just a matter of a few lines of code - alas for now. But perspective view will carry some extra overhead on the LOD system.
Altho some will say that perspective looks nicer
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Not quite even, isometric projection is a member of the axonometric projection class. Isometric projection itself, if I remember correctly, has 3 subclasses itself btw. But since the poll ended up with axonometric projection as the prefered view we're tied to isometric. Perspective is as far as I'm aware just a general term.
-
- TTDPatch Developer
- Posts: 417
- Joined: 13 Apr 2004 13:35
- Location: Eindhoven, Netherlands
- Contact:
with isometric objects are the same number of pixels, no matter how far away they are, with perspective, the get smaller as they get further away from the camera.PJayTycy wrote:I don't really get the difference.
To me it seems like it's just tilting the camera (in-game), but from the sources I see it's a different drawing algorithm used by opengl.
If we can tilt the camera with both drawing algorithms, I don't care.
In my experience Iso view is easier to build/construct things in. I'd suggest Iso view (or something similar) for building mode, but the ability of other views for, for example, vehicle tracking cams and such...
Just my 2 cents.
Just my 2 cents.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
I don't exactly know what difference you mean,uzurpator wrote:Here play some more to understand the difference.
but I think that this will be pretty easy for players to build in. The rotating and zooming functions would be nice as they are now, IMO.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
TRoS is suppose to support full camera movement, this means turning around, pitching up down, zooming in etc.
And for the camera movement for TE, I think a "fixed rotate amount" and a "full 360 rotatable camera" would work, so you have one setting where the camera turns 90 degrees at once, something like RCT has. Or you can set the camera to be freely turnable so you can look from all views onto your little empire, this is what RRT has (IIRC). The fixed amount would be easier for building IMO, but the fully rotatable would be very nice if you just want to look around etc.
Zooming OTOH should be free both of the times which works best IME.
And for the camera movement for TE, I think a "fixed rotate amount" and a "full 360 rotatable camera" would work, so you have one setting where the camera turns 90 degrees at once, something like RCT has. Or you can set the camera to be freely turnable so you can look from all views onto your little empire, this is what RRT has (IIRC). The fixed amount would be easier for building IMO, but the fully rotatable would be very nice if you just want to look around etc.
Zooming OTOH should be free both of the times which works best IME.
Don't panic - My YouTube channel - Follow me on twitter (@XeryusTC) - Play Tribes: Ascend - Tired of Dropbox? Try SpiderOak (use this link and we both get 1GB extra space)
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
The are the same:
http://en.wikipedia.org/wiki/Axonometric wrote:The three types of axonometric projections are isometric projection, dimetric projection, and trimetric projection. Typically in axonometric drawing, one axis of space is shown as the vertical.
Don't panic - My YouTube channel - Follow me on twitter (@XeryusTC) - Play Tribes: Ascend - Tired of Dropbox? Try SpiderOak (use this link and we both get 1GB extra space)
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
Yes, it is probably what would look best (and most realistic). It is also quite hard (say impossible) to change it to pure isometric because OpenGL (the matrix part) actually causes it when you start putting in 3D.
We could add an option which automaticly makes the camera change position so it looks isometric .
We could add an option which automaticly makes the camera change position so it looks isometric .
Don't panic - My YouTube channel - Follow me on twitter (@XeryusTC) - Play Tribes: Ascend - Tired of Dropbox? Try SpiderOak (use this link and we both get 1GB extra space)
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
Who is online
Users browsing this forum: Ahrefs [Bot] and 1 guest