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xfire85
July 15th, 2005, 10:52 PM
Hi all,

currently i am developing an isometric game with a friend. We managed to get hold of a book "Flash MX 2004 game design demystified" and it sure provides lots of useful information.

However, we will unable to fully grasp the understanding of one of it's formula which coverts an isometric co-ordinates system (x,y,z) to a flash base co-ordinates system(x,y).

The formula is as follows:

xp = xpp*cos(45) + zpp*sin(alpha)
yp = ypp
zp = zpp*cos(45) - xpp*sin(alpha)

x = xp
y = yp*cos(30) - zp*sin(30)
z = zp*cos(30) + yp*sin(30)

That will be it.

Please enlighten me about this formula. Thanks!

NiñoScript
July 16th, 2005, 12:34 AM
well, its too advanced for me...

but, theres no doubt that the cos and sin are used for the angle they want to get, could you tell me whats the alpha variable used in here: [xpp*sin(alpha)]?
whats its value?

Marz
July 16th, 2005, 07:32 PM
That's alot of useless coding for something so simple.... If I remember... I figured out a way to do it in alot less coding parameters.. I'll see if I can dig up the code on paper for that for you.