Isometric graphics in video games and pixel art

In video games and pixel art, "isometric" refers to some form of parallel projection (commonly, the form of dimetric projection with a 2:1 pixel ratio) where the viewpoint is rotated slightly to reveal other facets of the game environment than are typically visible from a purely top-down perspective or side view, thereby producing a three-dimensional effect. In almost all cases, however, the term "isometric" is misapplied; in true isometric projection, the representations of the x, y and z axes are strictly oriented 120° to each other, whereas in other projections the angles may vary. The terms "3/4 perspective", "2.5D" and "pseudo-3D" are also frequently used, though these other terms can possess additional meanings in different contexts.

Once common, isometric projection became less so as games began to focus more on the action as well as on individual characters.[1] With the advent of more powerful 3D graphics systems, isometric projection began to be replaced by perspective projection. However, isometric projection has seen somewhat of a resurgence in recent years, especially on Kickstarter.[1][2]

Contents

OverviewEdit

True isometric drawing of a cube. Note the 120° angles separating the x, y and z axes, as well as the equal lengths of each of the cube's edges.
Common form of dimetric projection used in video games and pixel art. The angle 26.565° forms a 2:1 pixel ratio, and is equal to arctan 0.5.

AdvantagesEdit

In the fields of computer and video games and pixel art, the technique has become popular because of the ease with which 2D sprite- and tile-based graphics can be made to represent a 3D gaming environment. Because parallelly projected objects do not change size as they move about the game field, there is no need for the computer to scale sprites or do the complex calculations necessary to simulate visual perspective. This allowed older 8-bit and 16-bit game systems (and, more recently, handheld and mobile systems) to portray large 3D areas easily. And, while the depth confusion problems of parallel projection can sometimes be a problem, good game design can alleviate this.

There are also gameplay advantages to using an isometric or pseudo-isometric perspective in video games. For instance, compared to a purely top-down game, they add a third dimension, opening up new avenues for aiming and platforming.[1] Secondly, compared to a first- or third-person game, they allow you to more easily field and control a larger number of additional units, such as a full party of characters in an role-playing game.[1] Further, they may alleviate situations where a player may become distracted from a game's core mechanics by having to constantly manage an unwieldy 3D camera.[1] I.e. the player can focus on playing the game itself, and not on moving and rotating the camera.[1]

Lastly, there is (or was) an artistic advantage. Though not limited strictly to isometric video games, pre-rendered 2D graphics can possess a higher fidelity than is possible on commonly available computer hardware, and can overcome limitations of the games' own rendering engines.[3] Similarly to modern CGI used in motion pictures, graphics can be rendered once on a powerful super computer or render farm, and then displayed on less powerful consumer hardware belonging to the general public. Pre-rendered 2D graphics can feature advanced techniques and level of detail that cannot be reproduced practically using 3D acceleration alone, or on underperforming tablet computers and Web browsers. Static pre-rendered isometric graphics have also aged well compared to their non-pre-rendered counterparts due to their spectacular and detailed visuals.[2] This artistic advantage may be less pronounced now than in the past.

Differences with "true" isometric projectionEdit

Corresponding 3D camera rotation angles for true isometric projection (at left) and the form of dimetric perspective commonly found in video games and pixel art (at right).[4] The angle 35.264° is equal to arctan(sin(45°)).

The projection commonly used in videogames deviates slightly from "true" isometric due to the limitations of raster graphics. Lines in the x and y directions would not follow a neat pixel pattern if drawn in the required 30° to the horizontal. While modern computers can eliminate this problem using anti-aliasing, earlier computer graphics did not support enough colors or possess enough CPU power to accomplish this. So instead, a 2:1 pixel pattern ratio would be used to draw the x and y axis lines, resulting in these axes following a 26.565° (arctan 0.5) angle to the horizontal. (Game systems that do not use square pixels could, however, yield different angles, including true isometric.) Therefore, this form of projection is more accurately described as a variation of dimetric projection, since only two of the three angles between the axes are equal to each other (116.565°, 116.565°, 126.870°).

History of isometric video gamesEdit

While the history of computer games saw some true 3D games as soon as the early 1970s, the first video games to use the distinct visual style of isometric projection in the meaning described above were arcade games in the early 1980s.

1980sEdit

 
Zaxxon from 1982 was the first game to use an isometric view.

The use of isometric graphics in video games began with the appearance of Sega's Zaxxon,[5][6] released as an arcade game in January 1982.[7] It is an isometric shooter where the player flies a space plane through scrolling levels. It is also one of the first video games to display shadows.[5]

Another early isometric game is Q*bert,[8] which Warren Davis and Jeff Lee began programming in April 1982 and released in October/November 1982.[9] Q*bert shows a static pyramid in an isometric perspective, with the player controlling a character which can jump around on the pyramid.[5]

The following year in March 1983, the isometric platformer arcade game Congo Bongo was released, running on the same hardware as Zaxxon.[10] It allows the player character to move around in bigger isometric levels, including true three-dimensional climbing and falling. The same is possible in the arcade title Marble Madness, released in 1984.

2D (at left) and 3D (at right) coordinates of a typical dimetric video game sprite.

At this time, isometric games were no longer exclusive to the arcade market and also entered home computers with the release of Blue Max for the Atari 8-bit family and Ant Attack for the ZX Spectrum in 1983. In Ant Attack, the player could move forward in any direction of the scrolling game, offering complete free movement rather than fixed to one axis as with Zaxxon. The views could also be changed around a 90 degrees axis.[11] The ZX Crash magazine consequently awarded it 100% in the graphics category for this new technique, known as "Soft Solid 3-D".[12]

A year later the ZX Spectrum saw the release of Knight Lore, which is generally regarded as a revolutionary title[13] that defined the subsequent genre of isometric adventure games.[14] Following Knight Lore, many isometric titles were seen on home computers – to an extent that it once was regarded as being the second most cloned piece of software after WordStar, according to researcher Jan Krikke.[15] Other examples out of those were Highway Encounter (1985), Batman (1986), Head Over Heels (1987)[16] and La Abadía del Crimen (1987). Isometric perspective was not limited to arcade/adventure games, though; for example, the 1989 strategy game Populous used isometric perspective.

1990s and 2000sEdit

A television set drawn in near-isometric 2:1 pixel art. (Enlarged to show the pixel structure.)[17]

Throughout the 1990s some very successful games like Civilization II (1996), Diablo (1996) and Baldur's Gate (1998) used a fixed isometric perspective. But with the advent of 3D acceleration on personal computers and gaming consoles, games previously using a 2D perspective generally started turning to true 3D (e.g. perspective projection) instead. This can be seen in the successors to the above games: For instance Civilization IV (2005) and Diablo III (2012) both use full 3D; and while Diablo II (2000) used a fixed perspective like its predecessor, it optionally allowed for perspective scaling of the sprites in the distance to lend it a "pseudo-3D" appearance.[18]

Also during the 1990s, isometric graphics began being used for role-playing video games on console systems, particularly tactical role-playing games, many of which still use isometric graphics today. Examples include Front Mission (1995), Tactics Ogre (1995) and Final Fantasy Tactics (1997)—the latter of which used 3D graphics to create an environment where the player could freely rotate the camera. Other titles such as Vandal Hearts (1996) and Breath of Fire III (1997) carefully emulated an isometric view, but actually used perspective projection.

KickstarterEdit

Isometric projection has seen continued relevance in the new millennium with the release of several newly crowdfunded role-playing games on Kickstarter.[1] These include the Shadowrun Returns series (2013-2015) by Harebrained Schemes, the Pillars of Eternity series (2015-2017) and Tyranny (2016) by Obsidian Entertainment, as well as Torment: Tides of Numenera (2017) by inXile Entertainment. Both Obsidian Entertainment and inXile Entertainment employ former members of Black Isle Studios, who helped popularize isometric projection in role-playing games with Fallout (1997), Fallout 2 (1998), Planescape: Torment (1999) and the Icewind Dale series (2000-2002). The latter series utilized the Infinity Engine game engine created by BioWare for the Baldur's Gate series (1998-2001), which a number of the recent Kickstarter titles have tried to emulate.[1] Several pseudo-isometric RPGs, such as Divinity: Original Sin (2014), Wasteland 2 (2014) and Dead State (2014), have been crowdfunded using Kickstarter in recent years as well, though they differ from the above games in that they use perspective projection. Rather than being based purely on nostalgia, the revival of isometric projection in recent years has been based on its real advantages as well.[1]

Similar projectionsEdit

The term "isometric perspective" is often misapplied to any game with an—usually fixed—angled, overhead projection that appears at first to be "isometric". These include games that utilize trimetric projection, such as Fallout (1997)[19] and Fallout 2 (1998), as well as SimCity 4 (2003);[20] games that utilize oblique projection, such as The Legend of Zelda: A Link to the Past (1991)[21] and Ultima Online (1997);[22] and games that utilize a combination of perspective projection and a bird's eye view, such as Silent Storm (2003)[23], Torchlight (2009)[24] and Divinity: Original Sin (2014). There are also titles that utilize polygonal 3D graphics, but still render their graphics to the screen using parallel projection. These include Syndicate Wars (1996), Dungeon Keeper (1997) and Depths of Peril (2007).

Mapping screen to world coordinatesEdit

 
Finding world coordinates
 
Comparison of several types of graphical projection. The presence of one or more 90° angles is often a good indication that the perspective used is oblique projection.

One of the most common problems with programming games that use isometric (or more likely dimetric) projections is the ability to map between events that happen on the 2d plane of the screen and the actual location in the isometric space, called world space. A common example is picking the tile that lies right under the cursor when a user clicks. One such method is using the same rotation matrices that originally produced the isometric view in reverse to turn a point in screen coordinates into a point that would lie on the game board surface before it was rotated. Then, the world x and y values can be calculated by dividing by the tile width and height.

Another way that is less computationally intensive and can have good results if our method is called on every frame, rests on the assumption that a square board was rotated by 45 degrees and then squashed to be half its original height. A virtual grid is overlaid on the projection as shown on the diagram, with axes virtual-x and virtual-y. Clicking any tile on the central axis of the board where (x, y) = (tileMapWidth / 2, y), will produce the same tile value for both world-x and world-y which in this example is 3 (0 indexed). Selecting the tile that lies one position on the right on the virtual grid, actually moves one tile less on the world-y and one tile more on the world-x. This is the formula that calculates world-x by taking the virtual-y and adding the virtual-x from the center of the board. Likewise world-y is calculated by taking virtual-y and subtracting virtual-x. These calculations measure from the central axis, as shown, so the results must be translated by half the board. For example, in the C programming language:

float virtualTileX = screenx / virtualTileWidth;
float virtualTileY = screeny / virtualTileHeight;

// some display systems have their origin at the bottom left while the tile map at the top left, so we need to reverse y
float inverseTileY = numberOfTilesInY - virtualTileY;

float isoTileX = inverseTileY + (virtualTileX - numberOfTilesInX / 2);
float isoTileY = inverseTileY - (virtualTileY - numberOfTilesInY / 2);

This method might seem counter intuitive at first since the coordinates of a virtual grid are taken, rather than the original isometric world, and there is no one-to-one correspondence between virtual tiles and isometric tiles. A tile on the grid will contain more than one isometric tile, and depending on where it is clicked it should map to different coordinates. The key in this method is that the virtual coordinates are floating point numbers rather than integers. A virtual-x and y value can be (3.5, 3.5) which means the center of the third tile. In the diagram on the left, this falls in the 3rd tile on the y in detail. When the virtual-x and y must add up to 4, the world x will also be 4.

GalleryEdit

See alsoEdit

ReferencesEdit

  1. ^ a b c d e f g h i j Signor, Jeremy (2014-12-19). "Retronauts: The Continued Relevance of Isometric Games". usgamer.net. Gamer Network. Retrieved 2017-04-01. 
  2. ^ a b Vas, Gergo (2013-03-18). "The Best-Looking Isometric Games". kotaku.com. Gizmodo Media Group. Retrieved 2017-04-01. 
  3. ^ Vas, Gergo (2013-05-10). "Video Games With The Most Memorable Pre-Rendered Backgrounds". Kotaku.com. Gizmodo Media Group. Retrieved 2017-04-01. 
  4. ^ Note: the blue vectors point towards the camera positions. The red arcs represent the rotations around the horizontal and vertical axes. The white box matches the one shown in the image at the top of the article. Notice how in the left image the camera vector passes through the two opposing vertices of the cube.
  5. ^ a b c Bernard Perron & Mark J. P. Wolf (2008), Video game theory reader two, p. 158, Taylor & Francis, ISBN 0-415-96282-X
  6. ^ Zaxxon at the Killer List of Videogames
  7. ^ "Zaxxon". Arcade History. October 17, 2010. Retrieved 26 September 2011. 
  8. ^ Q*bert at the Killer List of Videogames
  9. ^ Davis, Warren. "The Creation of Q*Bert". Coinop.org. Retrieved 26 September 2011. 
  10. ^ Congo Bongo at the Killer List of Videogames
  11. ^ "Sculptin the new shape of Spectrum games". Sinclair User (21). December 1983. Retrieved 2009-03-02. 
  12. ^ "Soft Solid 3D Ant Attack". CRASH (1). February 1984. Retrieved 2008-09-29. 
  13. ^ "Ultimate Play the Game – Company Lookback". Retro Micro Games Action – The Best of gamesTM Retro Volume 1. Highbury Entertainment. 2006. p. 25. 
  14. ^ Steven Collins. "Game Graphics During the 8-bit Computer Era". Computer Graphics Newsletters. SIGGRAPH. Retrieved 2007-08-16. 
  15. ^ Krikke, J. (July–August 2000). "Axonometry: a matter of perspective". Computer Graphics and Applications. IEEE. 20 (4): 7–11. doi:10.1109/38.851742.  "Knight Lore was said to be the second most cloned piece of software after the word- processing program Word Star."
  16. ^ "Looking for an old angle". CRASH (51). April 1988. Retrieved 2008-09-29. 
  17. ^ Note: The 2:1 pixel pattern in the near-isometric image allows smoother lines than in the isometric one.
  18. ^ "Diablo II Nears Completion As Blizzard Prepares For Final Phase Of Beta Testing". FindArticles. BNET Business Network. Marketwire. May 2000. Retrieved 2008-09-29. [dead link]
  19. ^ Green, Jeff (2000-02-29). "GameSpot Preview: Arcanum". GameSpot. CNET Networks, Inc. Retrieved 2008-01-10. 
  20. ^ Butts, Steve (2003-09-09). "SimCity 4: Rush Hour Preview". IGN PC. IGN Entertainment, Inc. Retrieved 2008-01-10. 
  21. ^ "GDC 2004: The History of Zelda". IGN GameCube. IGN Entertainment, Inc. 2004-03-25. Retrieved 2007-12-17. 
  22. ^ Greely, Dave; Ben Sawyer (1997-08-19). "Has Origin Created the First True Online Game World?". Gamasutra. CMP Media LLC. Retrieved 2007-12-17. 
  23. ^ O'Hagan, Steve (2008-08-07). "PC Previews: Silent Storm". ComputerAndVideoGames.com. Future Publishing Limited. Retrieved 2007-12-13. 
  24. ^ McDougall, Jaz (November 4, 2009). "Torchlight Review". Games Radar. Retrieved 2009-11-06. 

External linksEdit