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[Adonthell-artwork] Angle questions...
From: |
James Nash |
Subject: |
[Adonthell-artwork] Angle questions... |
Date: |
Mon, 2 Aug 2010 21:03:46 +0100 |
I was looking at the http://adonthell.berlios.de/doc/index.php/Graphics:Angle
documentation to remind myself about the proportions for our graphics and I'm a
little confused by 64x48 floor tile mentioned at the bottom.
According to the maths described above it, the height of graphics that depict
flat surfaces in the game corresponds to the z' dimension which is about 2/3.
At a width of 64 pixels it would therefore be roughly 43 pixels high. The 48
pixel height is exactly 3/4 which would correspond to the y' dimension, i.e. a
vertical surface facing the player.
The suggested 64x48 basic tile size therefore seems wrong for the "floor" of a
map - it what we should be using for "walls" if you know what I mean.
I had a look in the archives to see what was proposed before. I found this old
mail from myself
http://lists.nongnu.org/archive/html/adonthell-artwork/2008-03/msg00001.html
which suggests a 30 degree viewing angle and therefore has totally different z'
and y' scaling factors to what the wiki page says (as that describes a 41.8
degree angle).
Was there a decision at some point to change the angle and scaling factors and
the wiki is out of date? Or is 64x48 actually wrong?
FWIW, I do like the angle and scaling described on the wiki as 3/4 and 2/3 are
nice simple figures to remember and work with. However, 64pixels won't cleanly
divide into 2/3s. Perhaps 48 pixels as a basic tile width would be a better
choice.
If we assume a rough scale of 1m along the X-axis in the game world = 48
pixels, then a 1m x 1m x 1m cube would be 48 pixels wide, 36 (48 * 3/4) pixels
high and 32 (48 * 2/3) pixels deep. You're basic floor tile would therefore be
48 x 32 pixels.
Assuming we're still aiming for a 640x480 screen resolution then these seem
like reasonable sizes. Taking the 1m cube scale from above, that equates to
something like 13.333m width x 13.333m depth of floor space being visible
onscreen. My gut feeling is that's enough to give players a decent amount of
visibility - I'll try to cook up some mock screenshots though to try it out.
Cheers!
- James
- [Adonthell-artwork] Angle questions...,
James Nash <=