Isometric Projection: Difference between revisions

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== Video Games ==
== Video Games ==
* ''[[The Adventures of Robin Hood (video game)|The Adventures of Robin Hood]]''
* ''[[The Adventures of Robin Hood (video game)|The Adventures of Robin Hood]]''
* ''[[Age of Empires I (Video Game)|Age of Empires I]]'' and ''[[Age of Empires II]]''
* ''[[Age of Empires (video game)||Age of Empires I]]'' and ''[[Age of Empires II]]''
* ''[[Ant Attack]]'', strong contender for the [[Ur Example]] and an even stronger one for the [[Trope Namer]] in gaming (its creator, Sandy White, took the word "isometric" from his old work as an architect after he recognized the in-game city's similarities to [[M. C. Escher]]'s drawings; the city was named Antescher in tribute).
* ''[[Ant Attack]]'', strong contender for the [[Ur Example]] and an even stronger one for the [[Trope Namer]] in gaming (its creator, Sandy White, took the word "isometric" from his old work as an architect after he recognized the in-game city's similarities to [[M. C. Escher]]'s drawings; the city was named Antescher in tribute).
* ''[[Arcanum]]''
* ''[[Arcanum]]''
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* ''[[Devil Survivor]]''
* ''[[Devil Survivor]]''
* ''[[Diablo]] 1'' and ''2''.
* ''[[Diablo]] 1'' and ''2''.
* ''[[Earthbound]]'' uses this perspective when you visit Fourside, though it's a notable 45° instead of the traditional 30°-ish. This actually enhances the "city with tall buildings" effect.
* ''[[EarthBound]]'' uses this perspective when you visit Fourside, though it's a notable 45° instead of the traditional 30°-ish. This actually enhances the "city with tall buildings" effect.
* ''Enduro Racer'' ([[Sega Master System]] version only)
* ''Enduro Racer'' ([[Sega Master System]] version only)
* ''[[Evony]]''
* ''[[Evony]]''
* ''[[Excite Bike]] World Rally'' is in full 3D, but uses this perspective.
* ''[[Excite Bike]] World Rally'' is in full 3D, but uses this perspective.
* ''[[Fallout]] 1'' and ''2'' (both also use the Trimetric Projection variant).
* ''[[Fallout]] 1'' and ''2'' (both also use the Trimetric Projection variant).
* ''[[Farmville]]'' (and for that matter most of the Flash games run by Zynga for Facebook)
* ''[[FarmVille]]'' (and for that matter most of the Flash games run by Zynga for Facebook)
* 8-bit games made with the [[wikipedia:Filmation engine|Filmation engine]]; ''[[Knight Lore]]'' is the [[Trope Codifier]] to rightpondians.
* 8-bit games made with the [[wikipedia:Filmation engine|Filmation engine]]; ''[[Knight Lore]]'' is the [[Trope Codifier]] to rightpondians.
* The Megadrive ''FIFA Soccer'' games
* The Megadrive ''FIFA Soccer'' games
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* ''[[Ragnarok Online]]''
* ''[[Ragnarok Online]]''
* ''[[RC Pro Am]]'' and its sequels
* ''[[RC Pro Am]]'' and its sequels
* ''RPM Racing'' for the Super NES, and it's more famous sequel [[Rock N Roll Racing]]
* ''RPM Racing'' for the Super NES, and it's more famous sequel [[Rock n' Roll Racing]]
* ''[[Return of the Jedi]]'' (arcade game by [[Atari]] based on the movie)
* ''[[Return of the Jedi]]'' (arcade game by [[Atari]] based on the movie)
* ''[[Rollercoaster Tycoon]]'', the first and second games. The third is in full 3D, but still has an option to view the 3D landscape at an Insometric Angle.
* ''[[Rollercoaster Tycoon]]'', the first and second games. The third is in full 3D, but still has an option to view the 3D landscape at an Insometric Angle.
* ''[[Scurge: Hive]]'' has received the fan nickname "Isometroid" due to its isometric viewpoint and otherwise resembling another series. There actually was an Isometroid fanproject, taking the original game and displaying it from an angle, but as far as I know it never went anywhere.
* ''[[Scurge: Hive]]'' has received the fan nickname "Isometroid" due to its isometric viewpoint and otherwise resembling another series. There actually was an Isometroid fanproject, taking the original game and displaying it from an angle, but as far as I know it never went anywhere.
* ''[[Shadowrun]]'' for the Super NES
* ''[[Shadowrun]]'' for the Super NES
* ''[[Sim City]] 2000'' and its sequels, [[Trope Codifier]]
* ''[[SimCity]] 2000'' and its sequels, [[Trope Codifier]]
* ''[[The Sims]]''<ref>only the first installment of the game; The Sims 2 and 3 are in 3D.</ref>
* ''[[The Sims]]''<ref>only the first installment of the game; The Sims 2 and 3 are in 3D.</ref>
* ''[[Snake Rattle and Roll|Snake Rattle 'n' Roll]]''
* ''[[Snake Rattle and Roll|Snake Rattle 'n' Roll]]''
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** There's also the [[Game Gear]] game ''[[Sonic Labyrinth]]'' and the [[Arcade Game]] ''[[Sega Sonic the Hedgehog]]''.
** There's also the [[Game Gear]] game ''[[Sonic Labyrinth]]'' and the [[Arcade Game]] ''[[Sega Sonic the Hedgehog]]''.
* ''[[Cool Spot|Spot Goes To Hollywood]]''
* ''[[Cool Spot|Spot Goes To Hollywood]]''
* ''[[Starcraft]]'', leading to Artanis' [[Stop Poking Me]] line, "I ''know'' it's not 3D!" while comparing ''Starcraft'' to ''Warcraft''.
* ''[[StarCraft]]'', leading to Artanis' [[Stop Poking Me]] line, "I ''know'' it's not 3D!" while comparing ''Starcraft'' to ''Warcraft''.
* ''[[Super Mario 3D Land]]'' uses this in certain areas. These tend to use [[Forced Perspective]] when it comes to jumping on platforms and footholds.
* ''[[Super Mario 3D Land]]'' uses this in certain areas. These tend to use [[Forced Perspective]] when it comes to jumping on platforms and footholds.
* ''[[Super Mario RPG]]''
* ''[[Super Mario RPG]]''
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== Other Examples ==
== Other Examples ==
* Several Comcast commercials feature people driving around in an isometrically projected city/town, most likely in a [[Homage]] to [[Sim City]] 2000.
* Several Comcast commercials feature people driving around in an isometrically projected city/town, most likely in a [[Homage]] to [[SimCity]] 2000.
* [[M. C. Escher]] used isometric projection to create many of his iconic [[Alien Geometries]]. The same sort of line can be used for height and distance in an Isometric Projection, and so Escher used the same line to represent both—and left which one to the ever-shifting context.
* [[M. C. Escher]] used isometric projection to create many of his iconic [[Alien Geometries]]. The same sort of line can be used for height and distance in an Isometric Projection, and so Escher used the same line to represent both—and left which one to the ever-shifting context.
* ''Habbo Hotel''
* ''Habbo Hotel''

Revision as of 20:52, 9 April 2017

Looking down on City Name


From The Other Wiki: Isometric projection is a form of graphical projection, more specifically, a form of axonometric projection. It is a method of visually representing three-dimensional objects in two dimensions, in which the three coordinate axes appear equally foreshortened and the angles between any two of them are 120 degrees.

In layman's speak, it's a way of faking perspective by squashing the vertical axes, thus forcing perpendicular angles to look wider. Also, close up objects appear the same size as distant objects.

In the days before true 3-D graphics, isometric projection was one of the ways artists suggested depth. Developed and formalized in the 19th century for technical and architectural drawings, it remains a popular way of creating 3-D-esque graphics in video games, especially for handheld systems.

Of course, in many cases in video games, the projection is not actually isometric in the mathematical sense, because a 26.57° slope is much easier to draw on square pixels than a 30° slope. But that would be nitpicking, so these games are called "isometric" anyway. The term can also refer to the vastly different Trimetric Projection (such as in Fallout 1 & 2 or SimCity 4).

The weakness of Isometric Geometry is that the same sort of line can be either distance or height, or even both in some cases. Usually, it's easy to tell; but no proper Penrose staircase could be built without this concept.

See also Top Down View, Side View and Three Quarters View.

Examples of Isometric Projection include:

Video Games

Other Examples

  • Several Comcast commercials feature people driving around in an isometrically projected city/town, most likely in a Homage to SimCity 2000.
  • M. C. Escher used isometric projection to create many of his iconic Alien Geometries. The same sort of line can be used for height and distance in an Isometric Projection, and so Escher used the same line to represent both—and left which one to the ever-shifting context.
  • Habbo Hotel
  • Homestuck mainly uses this perspective.
  • Japanese DJ Halfby's music videos by Groovisions use isometric projection. See here, for instance.
  • The art of pixel art group eBoy.
  1. only the first installment of the game; The Sims 2 and 3 are in 3D.
  2. Only some of them, others use a top-down perspective. Hardware power seems to be the deciding factor: The Playstation games use Isometric, while the Game Boy Advance games use top-down, for example.