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Isometric video game graphics - Wikipedia
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class="vector-toc-list"> <li id="toc-Advantages" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Advantages"> <div class="vector-toc-text"> <span class="vector-toc-numb">1.1</span> <span>Advantages</span> </div> </a> <ul id="toc-Advantages-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Disadvantages" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Disadvantages"> <div class="vector-toc-text"> <span class="vector-toc-numb">1.2</span> <span>Disadvantages</span> </div> </a> <ul id="toc-Disadvantages-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Differences_from_"true"_isometric_projection" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Differences_from_"true"_isometric_projection"> <div class="vector-toc-text"> <span class="vector-toc-numb">1.3</span> <span>Differences from "true" isometric projection</span> </div> </a> <ul id="toc-Differences_from_"true"_isometric_projection-sublist" class="vector-toc-list"> </ul> </li> </ul> </li> <li id="toc-History_of_isometric_video_games" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#History_of_isometric_video_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">2</span> <span>History of isometric video games</span> </div> </a> <button aria-controls="toc-History_of_isometric_video_games-sublist" class="cdx-button cdx-button--weight-quiet cdx-button--icon-only vector-toc-toggle"> <span class="vector-icon mw-ui-icon-wikimedia-expand"></span> <span>Toggle History of isometric video games subsection</span> </button> <ul id="toc-History_of_isometric_video_games-sublist" class="vector-toc-list"> <li id="toc-1980s" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#1980s"> <div class="vector-toc-text"> <span class="vector-toc-numb">2.1</span> <span>1980s</span> </div> </a> <ul id="toc-1980s-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-1990s" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#1990s"> <div class="vector-toc-text"> <span class="vector-toc-numb">2.2</span> <span>1990s</span> </div> </a> <ul id="toc-1990s-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-2010s" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#2010s"> <div class="vector-toc-text"> <span class="vector-toc-numb">2.3</span> <span>2010s</span> </div> </a> <ul id="toc-2010s-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Use_of_related_projections_and_techniques" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Use_of_related_projections_and_techniques"> <div class="vector-toc-text"> <span class="vector-toc-numb">2.4</span> <span>Use of related projections and techniques</span> </div> </a> <ul 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subsection</span> </button> <ul id="toc-Examples-sublist" class="vector-toc-list"> <li id="toc-Dimetric_projection" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Dimetric_projection"> <div class="vector-toc-text"> <span class="vector-toc-numb">4.1</span> <span>Dimetric projection</span> </div> </a> <ul id="toc-Dimetric_projection-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Oblique_projection" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Oblique_projection"> <div class="vector-toc-text"> <span class="vector-toc-numb">4.2</span> <span>Oblique projection</span> </div> </a> <ul id="toc-Oblique_projection-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Perspective_projection" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Perspective_projection"> <div class="vector-toc-text"> <span class="vector-toc-numb">4.3</span> <span>Perspective projection</span> </div> </a> <ul id="toc-Perspective_projection-sublist" class="vector-toc-list"> </ul> </li> </ul> </li> <li id="toc-See_also" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#See_also"> <div class="vector-toc-text"> <span class="vector-toc-numb">5</span> <span>See also</span> </div> </a> <ul id="toc-See_also-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-References" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#References"> <div class="vector-toc-text"> <span class="vector-toc-numb">6</span> <span>References</span> </div> </a> <ul id="toc-References-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-External_links" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#External_links"> <div class="vector-toc-text"> <span class="vector-toc-numb">7</span> <span>External links</span> </div> 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For isometric projection in general, see <a href="/wiki/Isometric_projection" title="Isometric projection">Isometric projection</a>.</div> <div class="shortdescription nomobile noexcerpt noprint searchaux" style="display:none">Type of video game graphics</div> <style data-mw-deduplicate="TemplateStyles:r1129693374">.mw-parser-output .hlist dl,.mw-parser-output .hlist ol,.mw-parser-output .hlist ul{margin:0;padding:0}.mw-parser-output .hlist dd,.mw-parser-output .hlist dt,.mw-parser-output .hlist li{margin:0;display:inline}.mw-parser-output .hlist.inline,.mw-parser-output .hlist.inline dl,.mw-parser-output .hlist.inline ol,.mw-parser-output .hlist.inline ul,.mw-parser-output .hlist dl dl,.mw-parser-output .hlist dl ol,.mw-parser-output .hlist dl ul,.mw-parser-output .hlist ol dl,.mw-parser-output .hlist ol ol,.mw-parser-output .hlist ol ul,.mw-parser-output .hlist ul dl,.mw-parser-output .hlist ul ol,.mw-parser-output .hlist ul ul{display:inline}.mw-parser-output .hlist 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.sidebar{width:100%!important;clear:both;float:none!important;margin-left:0!important;margin-right:0!important}}body.skin--responsive .mw-parser-output .sidebar a>img{max-width:none!important}@media screen{html.skin-theme-clientpref-night .mw-parser-output .sidebar:not(.notheme) .sidebar-list-title,html.skin-theme-clientpref-night .mw-parser-output .sidebar:not(.notheme) .sidebar-title-with-pretitle{background:transparent!important}html.skin-theme-clientpref-night .mw-parser-output .sidebar:not(.notheme) .sidebar-title-with-pretitle a{color:var(--color-progressive)!important}}@media screen and (prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .sidebar:not(.notheme) .sidebar-list-title,html.skin-theme-clientpref-os .mw-parser-output .sidebar:not(.notheme) .sidebar-title-with-pretitle{background:transparent!important}html.skin-theme-clientpref-os .mw-parser-output .sidebar:not(.notheme) .sidebar-title-with-pretitle a{color:var(--color-progressive)!important}}@media print{body.ns-0 .mw-parser-output .sidebar{display:none!important}}</style><table class="sidebar sidebar-collapse nomobile"><tbody><tr><td class="sidebar-top-image"><span typeof="mw:File"><a href="/wiki/File:Vg_graphics.svg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/5/5a/Vg_graphics.svg/100px-Vg_graphics.svg.png" decoding="async" width="100" height="100" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/5/5a/Vg_graphics.svg/150px-Vg_graphics.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/5/5a/Vg_graphics.svg/200px-Vg_graphics.svg.png 2x" data-file-width="128" data-file-height="128" /></a></span></td></tr><tr><td class="sidebar-pretitle-with-top-image">Part of a series on</td></tr><tr><th class="sidebar-title-with-pretitle"><a href="/wiki/Video_game_graphics" title="Video game graphics">Video game graphics</a></th></tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)">Types</div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/2.5D" title="2.5D">2.5D & 3/4 perspective</a></li> <li><a href="/wiki/First-person_(video_games)" title="First-person (video games)">First-person view</a></li> <li><a href="/wiki/Fixed_3D" class="mw-redirect" title="Fixed 3D">Fixed 3D</a></li> <li><a href="/wiki/Full_motion_video_based_game" class="mw-redirect" title="Full motion video based game">Full motion video based game</a></li> <li><a href="/wiki/Graphic_adventure_game" class="mw-redirect" title="Graphic adventure game">Graphic adventure game</a></li> <li><a class="mw-selflink selflink">Isometric video game graphics</a></li> <li><a href="/wiki/Side-scrolling_video_game" title="Side-scrolling video game">Side-scrolling video game</a></li> <li><a href="/wiki/Stereoscopic_video_game" title="Stereoscopic video game">Stereoscopic video game</a></li> <li><a href="/wiki/Text-based_game" title="Text-based game">Text-based game</a></li> <li><a href="/wiki/Third-person_view" class="mw-redirect" title="Third-person view">Third-person view</a></li> <li><a href="/wiki/Tile-based_video_game" title="Tile-based video game">Tile-based video game</a></li> <li><a href="/wiki/Top-down_perspective" class="mw-redirect" title="Top-down perspective">Top-down perspective</a></li> <li><a href="/wiki/Vector_game" class="mw-redirect" title="Vector game">Vector game</a></li></ul></div></div></td> </tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)">Topics</div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/2D_computer_graphics" title="2D computer graphics">2D computer graphics</a> <ul><li><a href="/wiki/Parallax_scrolling" title="Parallax scrolling">Parallax scrolling</a></li> <li><a href="/wiki/Pixel_art" title="Pixel art">Pixel art</a></li> <li><a href="/wiki/Sprite_(computer_graphics)" title="Sprite (computer graphics)">Sprite</a></li></ul></li> <li><a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D computer graphics</a> <ul><li><a href="/wiki/3D_rendering" title="3D rendering">3D rendering</a></li> <li><a href="/wiki/Polygon_(computer_graphics)" title="Polygon (computer graphics)">Polygon</a></li> <li><a href="/wiki/Pre-rendering" title="Pre-rendering">Pre-rendering</a></li> <li><a href="/wiki/Cel_shading" title="Cel shading">Cel shading</a></li> <li><a href="/wiki/Skybox_(video_games)" title="Skybox (video games)">Skybox</a></li></ul></li> <li><a href="/wiki/Animation" title="Animation">Animation</a> <ul><li><a href="/wiki/Digitization" title="Digitization">Digitization</a></li> <li><a href="/wiki/Rotoscoping" title="Rotoscoping">Rotoscoping</a></li></ul></li> <li><a href="/wiki/Computer_graphics" title="Computer graphics">Computer graphics</a> <ul><li><a href="/wiki/Real-time_computer_graphics" title="Real-time computer graphics">Real-time graphics</a></li></ul></li> <li><a href="/wiki/Game_art_design" title="Game art design">Game art design</a></li> <li><a href="/wiki/Game_engine" title="Game engine">Graphics engine</a> <ul><li><a href="/wiki/First-person_shooter_engine" title="First-person shooter engine">First-person shooter engine</a></li> <li><a href="/wiki/Tile-based_video_game" title="Tile-based video game">Tile engine</a></li></ul></li> <li><a href="/wiki/Virtual_camera_system" title="Virtual camera system">Virtual camera system</a></li> <li><a href="/wiki/Voxel" title="Voxel">Voxel</a></li></ul></div></div></td> </tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)">Lists</div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/List_of_four-dimensional_games" title="List of four-dimensional games">List of four-dimensional games</a></li> <li><a href="/wiki/List_of_interactive_movies" class="mw-redirect" title="List of interactive movies">List of FMV-based games</a></li> <li><a href="/wiki/List_of_first-person_shooter_engines" title="List of first-person shooter engines">List of FPS engines</a></li> <li><a href="/wiki/List_of_stereoscopic_video_games" title="List of stereoscopic video games">List of stereoscopic video games</a></li> <li><a href="/wiki/List_of_text-based_computer_games" title="List of text-based computer games">List of text-based computer games</a></li> <li><a href="/wiki/Category:Video_game_graphics" title="Category:Video game graphics">Category:Video game graphics</a></li></ul></div></div></td> </tr><tr><td class="sidebar-navbar"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><style data-mw-deduplicate="TemplateStyles:r1239400231">.mw-parser-output .navbar{display:inline;font-size:88%;font-weight:normal}.mw-parser-output .navbar-collapse{float:left;text-align:left}.mw-parser-output .navbar-boxtext{word-spacing:0}.mw-parser-output .navbar ul{display:inline-block;white-space:nowrap;line-height:inherit}.mw-parser-output .navbar-brackets::before{margin-right:-0.125em;content:"[ "}.mw-parser-output .navbar-brackets::after{margin-left:-0.125em;content:" ]"}.mw-parser-output .navbar li{word-spacing:-0.125em}.mw-parser-output .navbar a>span,.mw-parser-output .navbar a>abbr{text-decoration:inherit}.mw-parser-output .navbar-mini abbr{font-variant:small-caps;border-bottom:none;text-decoration:none;cursor:inherit}.mw-parser-output .navbar-ct-full{font-size:114%;margin:0 7em}.mw-parser-output .navbar-ct-mini{font-size:114%;margin:0 4em}html.skin-theme-clientpref-night .mw-parser-output .navbar li a abbr{color:var(--color-base)!important}@media(prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .navbar li a abbr{color:var(--color-base)!important}}@media print{.mw-parser-output .navbar{display:none!important}}</style><div class="navbar plainlinks hlist navbar-mini"><ul><li class="nv-view"><a href="/wiki/Template:Video_game_graphics" title="Template:Video game graphics"><abbr title="View this template">v</abbr></a></li><li class="nv-talk"><a href="/wiki/Template_talk:Video_game_graphics" title="Template talk:Video game graphics"><abbr title="Discuss this template">t</abbr></a></li><li class="nv-edit"><a href="/wiki/Special:EditPage/Template:Video_game_graphics" title="Special:EditPage/Template:Video game graphics"><abbr title="Edit this template">e</abbr></a></li></ul></div></td></tr></tbody></table> <p><b>Isometric video game graphics</b> are graphics employed in <a href="/wiki/Video_games" class="mw-redirect" title="Video games">video games</a> and <a href="/wiki/Pixel_art" title="Pixel art">pixel art</a> that use a <a href="/wiki/Parallel_projection" title="Parallel projection">parallel projection</a>, but which angle the <a href="/wiki/Camera_angle" title="Camera angle">viewpoint</a> to reveal facets of the environment that would otherwise not be visible from a <a href="/wiki/Top-down_perspective" class="mw-redirect" title="Top-down perspective">top-down perspective</a> or <a href="/wiki/Side-scrolling_video_game" title="Side-scrolling video game">side view</a>, thereby producing a <a href="/wiki/Three-dimensional_space" title="Three-dimensional space">three-dimensional (3D) effect</a>. Despite the name, isometric computer graphics are not necessarily truly <a href="/wiki/Isometric_projection" title="Isometric projection">isometric</a>—i.e., the <span class="texhtml">x</span>, <span class="texhtml">y</span>, and <span class="texhtml">z</span> axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, with <a href="/wiki/Dimetric_projection" class="mw-redirect" title="Dimetric projection">dimetric projection</a> and a 2:1 pixel ratio being the most common. The terms "3/4 perspective", "3/4 view", "<a href="/wiki/2.5D" title="2.5D">2.5D</a>", and "pseudo 3D" are also sometimes used, although these terms can bear slightly different meanings in other contexts. </p><p>Once common, isometric projection became less so with the advent of more powerful <a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D graphics</a> systems, and as video games began to focus more on action and individual characters.<sup id="cite_ref-usgamer_1-0" class="reference"><a href="#cite_note-usgamer-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> However, video games using isometric projection—especially <a href="/wiki/Computer_role-playing_game" class="mw-redirect" title="Computer role-playing game">computer role-playing games</a>—have seen a resurgence in recent years within the <a href="/wiki/Indie_game" title="Indie game">indie gaming</a> scene.<sup id="cite_ref-usgamer_1-1" class="reference"><a href="#cite_note-usgamer-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-bestlooking_2-0" class="reference"><a href="#cite_note-bestlooking-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> </p> <meta property="mw:PageProp/toc" /> <div class="mw-heading mw-heading2"><h2 id="Overview">Overview</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=1" title="Edit section: Overview"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <div class="mw-heading mw-heading3"><h3 id="Advantages">Advantages</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=2" title="Edit section: Advantages"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <style data-mw-deduplicate="TemplateStyles:r1237032888/mw-parser-output/.tmulti">.mw-parser-output .tmulti .multiimageinner{display:flex;flex-direction:column}.mw-parser-output .tmulti .trow{display:flex;flex-direction:row;clear:left;flex-wrap:wrap;width:100%;box-sizing:border-box}.mw-parser-output .tmulti .tsingle{margin:1px;float:left}.mw-parser-output .tmulti .theader{clear:both;font-weight:bold;text-align:center;align-self:center;background-color:transparent;width:100%}.mw-parser-output .tmulti .thumbcaption{background-color:transparent}.mw-parser-output .tmulti .text-align-left{text-align:left}.mw-parser-output .tmulti .text-align-right{text-align:right}.mw-parser-output .tmulti .text-align-center{text-align:center}@media all and (max-width:720px){.mw-parser-output .tmulti .thumbinner{width:100%!important;box-sizing:border-box;max-width:none!important;align-items:center}.mw-parser-output .tmulti .trow{justify-content:center}.mw-parser-output .tmulti .tsingle{float:none!important;max-width:100%!important;box-sizing:border-box;text-align:center}.mw-parser-output .tmulti .tsingle .thumbcaption{text-align:left}.mw-parser-output .tmulti .trow>.thumbcaption{text-align:center}}@media screen{html.skin-theme-clientpref-night .mw-parser-output .tmulti .multiimageinner img{background-color:white}}@media screen and (prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .tmulti .multiimageinner img{background-color:white}}</style><div class="thumb tmulti tright"><div class="thumbinner multiimageinner" style="width:308px;max-width:308px"><div class="trow"><div class="tsingle" style="width:152px;max-width:152px"><div class="thumbimage"><span typeof="mw:File"><a href="/wiki/File:Isometric_camera_location_35.264_degrees_color.png" class="mw-file-description"><img alt="" src="//upload.wikimedia.org/wikipedia/commons/thumb/8/81/Isometric_camera_location_35.264_degrees_color.png/150px-Isometric_camera_location_35.264_degrees_color.png" decoding="async" width="150" height="150" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/8/81/Isometric_camera_location_35.264_degrees_color.png/225px-Isometric_camera_location_35.264_degrees_color.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/8/81/Isometric_camera_location_35.264_degrees_color.png/300px-Isometric_camera_location_35.264_degrees_color.png 2x" data-file-width="2048" data-file-height="2048" /></a></span></div></div><div class="tsingle" style="width:152px;max-width:152px"><div class="thumbimage"><span typeof="mw:File"><a href="/wiki/File:Isometric_camera_location_30_degrees_color.png" class="mw-file-description"><img alt="" src="//upload.wikimedia.org/wikipedia/commons/thumb/8/86/Isometric_camera_location_30_degrees_color.png/150px-Isometric_camera_location_30_degrees_color.png" decoding="async" width="150" height="150" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/8/86/Isometric_camera_location_30_degrees_color.png/225px-Isometric_camera_location_30_degrees_color.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/8/86/Isometric_camera_location_30_degrees_color.png/300px-Isometric_camera_location_30_degrees_color.png 2x" data-file-width="2048" data-file-height="2048" /></a></span></div></div></div><div class="trow" style="display:flex"><div class="thumbcaption">Corresponding 3D camera rotation angles for true isometric projection (at left) and the form of dimetric projection commonly found in video games and pixel art (at right).<sup id="cite_ref-3" class="reference"><a href="#cite_note-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> The expression <span class="texhtml">arctan(sin(45°))</span> is equal to ≈35.264°.</div></div></div></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1237032888/mw-parser-output/.tmulti"><div class="thumb tmulti tright"><div class="thumbinner multiimageinner" style="width:308px;max-width:308px"><div class="trow"><div class="tsingle" style="width:152px;max-width:152px"><div class="thumbimage"><span typeof="mw:File"><a href="/wiki/File:Isometric_camera_view_35.264_degrees_color.png" class="mw-file-description"><img alt="Isometric cube" src="//upload.wikimedia.org/wikipedia/commons/thumb/9/95/Isometric_camera_view_35.264_degrees_color.png/150px-Isometric_camera_view_35.264_degrees_color.png" decoding="async" width="150" height="150" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/9/95/Isometric_camera_view_35.264_degrees_color.png/225px-Isometric_camera_view_35.264_degrees_color.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/9/95/Isometric_camera_view_35.264_degrees_color.png/300px-Isometric_camera_view_35.264_degrees_color.png 2x" data-file-width="2048" data-file-height="2048" /></a></span></div><div class="thumbcaption">True isometric drawing of a cube. Note the 120° angles separating the <i>x</i>, <i>y</i> and <i>z</i> axes, as well as the equal lengths of each of the cube's edges. The expression <span class="texhtml">arctan(sin(≈35.264°))</span> or <span class="texhtml">arctan(sin(arctan(sin(45°))))</span> is equal to 30° and forms a pixel ratio of ≈1.732:1.</div></div><div class="tsingle" style="width:152px;max-width:152px"><div class="thumbimage"><span typeof="mw:File"><a href="/wiki/File:Isometric_camera_view_30_degrees_color.png" class="mw-file-description"><img alt="Dimetric cube" src="//upload.wikimedia.org/wikipedia/commons/thumb/2/2c/Isometric_camera_view_30_degrees_color.png/150px-Isometric_camera_view_30_degrees_color.png" decoding="async" width="150" height="150" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/2/2c/Isometric_camera_view_30_degrees_color.png/225px-Isometric_camera_view_30_degrees_color.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/2/2c/Isometric_camera_view_30_degrees_color.png/300px-Isometric_camera_view_30_degrees_color.png 2x" data-file-width="2048" data-file-height="2048" /></a></span></div><div class="thumbcaption">The form of dimetric projection commonly used in video games and pixel art. Only two of the angles separating the <i>x</i>, <i>y</i> and <i>z</i> axes are the same, and only some of the lengths of the cube's edges are equal. The expression <span class="texhtml">arctan(sin(30°))</span> is equal to ≈26.565° and forms a 2:1 pixel ratio.</div></div></div></div></div> <style data-mw-deduplicate="TemplateStyles:r1224211176">.mw-parser-output .quotebox{background-color:#F9F9F9;border:1px solid #aaa;box-sizing:border-box;padding:10px;font-size:88%;max-width:100%}.mw-parser-output .quotebox.floatleft{margin:.5em 1.4em .8em 0}.mw-parser-output .quotebox.floatright{margin:.5em 0 .8em 1.4em}.mw-parser-output .quotebox.centered{overflow:hidden;position:relative;margin:.5em auto .8em auto}.mw-parser-output .quotebox.floatleft span,.mw-parser-output .quotebox.floatright span{font-style:inherit}.mw-parser-output .quotebox>blockquote{margin:0;padding:0;border-left:0;font-family:inherit;font-size:inherit}.mw-parser-output .quotebox-title{text-align:center;font-size:110%;font-weight:bold}.mw-parser-output .quotebox-quote>:first-child{margin-top:0}.mw-parser-output .quotebox-quote:last-child>:last-child{margin-bottom:0}.mw-parser-output .quotebox-quote.quoted:before{font-family:"Times New Roman",serif;font-weight:bold;font-size:large;color:gray;content:" “ ";vertical-align:-45%;line-height:0}.mw-parser-output .quotebox-quote.quoted:after{font-family:"Times New Roman",serif;font-weight:bold;font-size:large;color:gray;content:" ” ";line-height:0}.mw-parser-output .quotebox .left-aligned{text-align:left}.mw-parser-output .quotebox .right-aligned{text-align:right}.mw-parser-output .quotebox .center-aligned{text-align:center}.mw-parser-output .quotebox .quote-title,.mw-parser-output .quotebox .quotebox-quote{display:block}.mw-parser-output .quotebox cite{display:block;font-style:normal}@media screen and (max-width:640px){.mw-parser-output .quotebox{width:100%!important;margin:0 0 .8em!important;float:none!important}}</style><div class="quotebox pullquote floatright" style="width:35%; ;"> <blockquote class="quotebox-quote left-aligned" style=""> <p>A well-executed isometric system should never have the player thinking about the camera. You should be able to quickly and intuitively move the view to what you need to look at and never consider the camera mechanics. Trying to run a full-3D camera while playing out a real-time tactical battle is certain to cause a <a href="/wiki/Helmet_fire" class="mw-redirect" title="Helmet fire">helmet fire</a> in new players as they are quickly overwhelmed by the mechanics. </p> </blockquote> <p style="padding-bottom: 0;"><cite class="left-aligned" style="">Trent Oster, co-founder of <a href="/wiki/BioWare" title="BioWare">BioWare</a> and founder of <a href="/wiki/Beamdog" title="Beamdog">Beamdog</a><sup id="cite_ref-usgamer_1-2" class="reference"><a href="#cite_note-usgamer-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup></cite></p> </div> <p>In the fields of <a href="/wiki/Video_game" title="Video game">computer and video games</a> and <a href="/wiki/Pixel_art" title="Pixel art">pixel art</a>, the technique has become popular because of the ease with which <a href="/wiki/2D_computer_graphics" title="2D computer graphics">2D</a> <a href="/wiki/Sprite_(computer_graphics)" title="Sprite (computer graphics)">sprite</a>- and <a href="/wiki/Tile-based_video_game" title="Tile-based video game">tile-based</a> graphics can be made to represent <a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D</a> gaming environments. Because <a href="/wiki/Parallel_projection" title="Parallel projection">parallel projected</a> objects do not change in size as they move about an area, there is no need for the computer to scale <a href="/wiki/Sprite_(computer_graphics)" title="Sprite (computer graphics)">sprites</a> or do the complex calculations necessary to simulate <a href="/wiki/Perspective_(visual)" class="mw-redirect" title="Perspective (visual)">visual perspective</a>. This allowed <a href="/wiki/History_of_video_game_consoles_(third_generation)" class="mw-redirect" title="History of video game consoles (third generation)">8-bit</a> and <a href="/wiki/History_of_video_game_consoles_(fourth_generation)" class="mw-redirect" title="History of video game consoles (fourth generation)">16-bit</a> game systems (and, more recently, <a href="/wiki/Handheld_game_console" title="Handheld game console">handheld</a> and <a href="/wiki/Mobile_phone" title="Mobile phone">mobile</a> systems) to portray large game areas quickly and easily. And, while the <a href="/wiki/Impossible_object" title="Impossible object">depth confusion problems</a> of parallel projection can sometimes be a problem, good game and level design can alleviate this. </p><p>Further, though not limited strictly to isometric video game graphics, <a href="/wiki/Pre-rendering" title="Pre-rendering">pre-rendered</a> 2D graphics can possess a higher fidelity and use more advanced graphical techniques than may be possible on commonly available computer hardware, even with <a href="/wiki/Hardware_acceleration" title="Hardware acceleration">3D hardware acceleration</a>.<sup id="cite_ref-prerend_4-0" class="reference"><a href="#cite_note-prerend-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> Similarly to modern <a href="/wiki/Computer-generated_imagery" title="Computer-generated imagery">CGI</a> used in <a href="/wiki/Motion_picture" class="mw-redirect" title="Motion picture">motion pictures</a>, graphics can be rendered one time on a powerful <a href="/wiki/Super_computer" class="mw-redirect" title="Super computer">super computer</a> or <a href="/wiki/Render_farm" title="Render farm">render farm</a>, and then displayed many times on less powerful consumer hardware, such as on <a href="/wiki/Television_set" title="Television set">television sets</a>, <a href="/wiki/Tablet_computers" class="mw-redirect" title="Tablet computers">tablet computers</a> and <a href="/wiki/Smartphone" title="Smartphone">smartphones</a>. This means that static pre-rendered isometric graphics often look better compared to their contemporary real-time-rendered counterparts, and may age better over time compared to their peers.<sup id="cite_ref-bestlooking_2-1" class="reference"><a href="#cite_note-bestlooking-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> However, this advantage may be less pronounced today than it was in the past, as developments in graphical technology equalize or produce <a href="/wiki/Diminishing_returns" title="Diminishing returns">diminishing returns</a>, and current levels of graphical fidelity become "good enough" for many people.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">[<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (May 2021)">citation needed</span></a></i>]</sup> </p><p>Lastly, there are also gameplay advantages to using an isometric or near-isometric perspective in video games. For instance, compared to a purely <a href="/wiki/Top-down_perspective" class="mw-redirect" title="Top-down perspective">top-down</a> game, they add a third dimension, opening up new avenues for aiming and <a href="/wiki/Platform_game" class="mw-redirect" title="Platform game">platforming</a>.<sup id="cite_ref-usgamer_1-3" class="reference"><a href="#cite_note-usgamer-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> Secondly, compared to a <a href="/wiki/First-person_(video_games)" title="First-person (video games)">first-</a> or <a href="/wiki/Third-person_shooter" title="Third-person shooter">third-person</a> video game, they allow you to more easily field and control a large number of units, such as a full <a href="/wiki/Party_(role-playing_games)" title="Party (role-playing games)">party of characters</a> in a <a href="/wiki/Computer_role-playing_game" class="mw-redirect" title="Computer role-playing game">computer role-playing game</a>, or an army of minions in a <a href="/wiki/Real-time_strategy_video_game" class="mw-redirect" title="Real-time strategy video game">real-time strategy game</a>.<sup id="cite_ref-usgamer_1-4" class="reference"><a href="#cite_note-usgamer-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> Further, they may alleviate situations where a player may become distracted from a game's core <a href="/wiki/Game_mechanics" title="Game mechanics">mechanics</a> by having to constantly manage an unwieldy 3D camera.<sup id="cite_ref-usgamer_1-5" class="reference"><a href="#cite_note-usgamer-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> I.e., the player can focus on playing the game itself, and not on manipulating the game's camera.<sup id="cite_ref-usgamer_1-6" class="reference"><a href="#cite_note-usgamer-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> </p><p>In the present day, rather than being purely a source of nostalgia, the revival of isometric projection is the result of real, tangible design benefits.<sup id="cite_ref-usgamer_1-7" class="reference"><a href="#cite_note-usgamer-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Disadvantages">Disadvantages</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=3" title="Edit section: Disadvantages"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>Some disadvantages of pre-rendered isometric graphics are that, as <a href="/wiki/Display_resolution" title="Display resolution">display resolutions</a> and <a href="/wiki/Display_aspect_ratio" title="Display aspect ratio">display aspect ratios</a> continue to evolve, static 2D images need to be re-rendered each time in order to keep pace, or potentially suffer from the effects of <a href="/wiki/Pixelation" title="Pixelation">pixelation</a> and require <a href="/wiki/Anti-aliasing" title="Anti-aliasing">anti-aliasing</a>. Re-rendering a game's graphics is not always possible, however; as was the case in 2012, when <a href="/wiki/Beamdog" title="Beamdog">Beamdog</a> <a href="/wiki/Video_game_remake" title="Video game remake">remade</a> BioWare's <i><a href="/wiki/Baldur%27s_Gate_(video_game)" title="Baldur's Gate (video game)">Baldur's Gate</a></i> (1998). Beamdog were lacking the original developers' creative art assets (the original data was lost in a flood<sup id="cite_ref-kotakusprites_5-0" class="reference"><a href="#cite_note-kotakusprites-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup>) and opted for simple <a href="/wiki/2D_computer_graphics#Scaling" title="2D computer graphics">2D graphics scaling</a> with "smoothing", without re-rendering the game's sprites. The results were a certain "fuzziness", or lack of "crispness", compared to the original game's graphics.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">[<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (May 2021)">citation needed</span></a></i>]</sup> This does not affect real-time rendered polygonal isometric video games, however, as changing their display resolutions or aspect ratios is trivial, in comparison. </p> <div class="mw-heading mw-heading3"><h3 id="Differences_from_"true"_isometric_projection"><span id="Differences_from_.22true.22_isometric_projection"></span>Differences from "true" isometric projection</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=4" title="Edit section: Differences from "true" isometric projection"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>The projection commonly used in video games deviates slightly from "true" isometric due to the limitations of <a href="/wiki/Raster_graphics" title="Raster graphics">raster graphics</a>. Lines in the <span class="texhtml">x</span> and <span class="texhtml">y</span> 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 <a href="/wiki/Spatial_anti-aliasing" title="Spatial anti-aliasing">anti-aliasing</a>, earlier computer graphics did not support enough colors or possess enough CPU power to accomplish this. Instead, a 2:1 pixel pattern ratio would be used to draw the <span class="texhtml">x</span> and <span class="texhtml">y</span> axis lines, resulting in these axes following a ≈26.565° (<span class="texhtml">arctan(1/2)</span>) angle to the horizontal. (Game systems that do not use <a href="/wiki/Pixel" title="Pixel">square pixels</a> could, however, yield different angles, including "true" isometric.) Therefore, this form of projection is more accurately described as a variation of <a href="/wiki/Dimetric_projection" class="mw-redirect" title="Dimetric projection">dimetric projection</a>, since only two of the three angles between the axes are equal to each other, i.e., <span class="texhtml">(≈116.565°, ≈116.565°, ≈126.870°)</span>. </p> <div class="mw-heading mw-heading2"><h2 id="History_of_isometric_video_games">History of isometric video games</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=5" title="Edit section: History of isometric video games"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>Some <a href="/wiki/3D_computer_graphics" title="3D computer graphics">three-dimensional</a> games were released as early as the 1970s, but the first video games to use the distinct visual style of isometric projection in the meaning described above were <a href="/wiki/Arcade_games" class="mw-redirect" title="Arcade games">arcade games</a> in the early 1980s. </p> <div class="mw-heading mw-heading3"><h3 id="1980s">1980s</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=6" title="Edit section: 1980s"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>The use of isometric graphics in video games began with <a href="/wiki/Data_East" title="Data East">Data East</a>'s <a href="/wiki/DECO_Cassette_System" title="DECO Cassette System">DECO Cassette System</a> arcade game <i><a href="/wiki/Treasure_Island_(1981_video_game)" title="Treasure Island (1981 video game)">Treasure Island</a></i>,<sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> released in Japan in September 1981,<sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> but it was not released internationally until June 1982.<sup id="cite_ref-Akagi_8-0" class="reference"><a href="#cite_note-Akagi-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> The first isometric game to be released internationally was <a href="/wiki/Sega" title="Sega">Sega</a>'s <i><a href="/wiki/Zaxxon" title="Zaxxon">Zaxxon</a></i>, which was significantly more popular and influential;<sup id="cite_ref-Perron_9-0" class="reference"><a href="#cite_note-Perron-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-10" class="reference"><a href="#cite_note-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> it was released in Japan in December 1981<sup id="cite_ref-US_11-0" class="reference"><a href="#cite_note-US-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup> and internationally in April 1982.<sup id="cite_ref-Akagi_8-1" class="reference"><a href="#cite_note-Akagi-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> <i>Zaxxon</i> is an <a href="/wiki/Isometric_shooter" class="mw-redirect" title="Isometric shooter">isometric shooter</a> where the player flies a space plane through <a href="/wiki/Scrolling" title="Scrolling">scrolling</a> levels. It is also one of the first video games to display shadows.<sup id="cite_ref-Perron_9-1" class="reference"><a href="#cite_note-Perron-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> </p><p>Another early isometric game is <i><a href="/wiki/Q*bert" title="Q*bert">Q*bert</a></i>.<sup id="cite_ref-12" class="reference"><a href="#cite_note-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> <a href="/wiki/Warren_Davis_(actor)" class="mw-redirect" title="Warren Davis (actor)">Warren Davis</a> and Jeff Lee began programming the concept around April 1982. The game's production began in the summer and then released in October or November 1982.<sup id="cite_ref-13" class="reference"><a href="#cite_note-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup> <i>Q*bert</i> shows a static pyramid in an isometric perspective, with the player controlling a character which can jump around on the pyramid.<sup id="cite_ref-Perron_9-2" class="reference"><a href="#cite_note-Perron-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> </p><p>In February 1983,<sup id="cite_ref-Akagi_8-2" class="reference"><a href="#cite_note-Akagi-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> the <a href="/wiki/Isometric_platform_game" class="mw-redirect" title="Isometric platform game">isometric platform game</a> arcade game <i><a href="/wiki/Congo_Bongo" title="Congo Bongo">Congo Bongo</a></i> was released, running on the same hardware as <i>Zaxxon</i>.<sup id="cite_ref-14" class="reference"><a href="#cite_note-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> It allows the player character to traverse non-scrolling isometric levels, including three-dimensional climbing and falling. The same is possible in the arcade title <i><a href="/wiki/Marble_Madness" title="Marble Madness">Marble Madness</a></i>, released in 1984. </p> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1237032888/mw-parser-output/.tmulti"><div class="thumb tmulti tright"><div class="thumbinner multiimageinner" style="width:308px;max-width:308px"><div class="trow"><div class="tsingle" style="width:152px;max-width:152px"><div class="thumbimage"><span typeof="mw:File"><a href="/wiki/File:Sprite_anatomy_2d.svg" class="mw-file-description"><img alt="" src="//upload.wikimedia.org/wikipedia/commons/thumb/e/ea/Sprite_anatomy_2d.svg/150px-Sprite_anatomy_2d.svg.png" decoding="async" width="150" height="206" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/e/ea/Sprite_anatomy_2d.svg/225px-Sprite_anatomy_2d.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/e/ea/Sprite_anatomy_2d.svg/300px-Sprite_anatomy_2d.svg.png 2x" data-file-width="400" data-file-height="550" /></a></span></div></div><div class="tsingle" style="width:152px;max-width:152px"><div class="thumbimage"><span typeof="mw:File"><a href="/wiki/File:Sprite_anatomy_3d.svg" class="mw-file-description"><img alt="" src="//upload.wikimedia.org/wikipedia/commons/thumb/d/de/Sprite_anatomy_3d.svg/150px-Sprite_anatomy_3d.svg.png" decoding="async" width="150" height="206" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/d/de/Sprite_anatomy_3d.svg/225px-Sprite_anatomy_3d.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/d/de/Sprite_anatomy_3d.svg/300px-Sprite_anatomy_3d.svg.png 2x" data-file-width="400" data-file-height="550" /></a></span></div></div></div><div class="trow" style="display:flex"><div class="thumbcaption">2D (at left) and 3D (at right) coordinates of a typical dimetric video game sprite</div></div></div></div> <p>In 1983, isometric games were no longer exclusive to the arcade market and also entered home computers, with the release of <i><a href="/wiki/Blue_Max_(video_game)" title="Blue Max (video game)">Blue Max</a></i> for the <a href="/wiki/Atari_8-bit_computers" title="Atari 8-bit computers">Atari 8-bit computers</a> and <i><a href="/wiki/Ant_Attack" title="Ant Attack">Ant Attack</a></i> for the <a href="/wiki/ZX_Spectrum" title="ZX Spectrum">ZX Spectrum</a>. In <i>Ant Attack</i>, the player can move forward in any direction of the scrolling game, offering complete free movement rather than fixed to one axis as with <i>Zaxxon</i>. The views can also be changed around a <a href="/wiki/Cardinal_direction" title="Cardinal direction">90 degrees axis</a>.<sup id="cite_ref-15" class="reference"><a href="#cite_note-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> The ZX Spectrum magazine, <i><a href="/wiki/Crash_(magazine)" title="Crash (magazine)">Crash</a></i>, consequently awarded it 100% in the graphics category for this new technique, known as "Soft Solid 3-D".<sup id="cite_ref-16" class="reference"><a href="#cite_note-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup> </p><p>A year later, the ZX Spectrum game <i><a href="/wiki/Knight_Lore" title="Knight Lore">Knight Lore</a></i> was released. It was generally regarded as a revolutionary title<sup id="cite_ref-GamesTM_17-0" class="reference"><a href="#cite_note-GamesTM-17"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup> that defined the subsequent genre of isometric adventure games.<sup id="cite_ref-SIGGRAPH_18-0" class="reference"><a href="#cite_note-SIGGRAPH-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup> Following <i>Knight Lore</i>, 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 <i><a href="/wiki/WordStar" title="WordStar">WordStar</a></i>, according to researcher Jan Krikke.<sup id="cite_ref-19" class="reference"><a href="#cite_note-19"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup> Other examples out of those were <i><a href="/wiki/Highway_Encounter" title="Highway Encounter">Highway Encounter</a></i> (1985), <i><a href="/wiki/Batman_(1986_video_game)" title="Batman (1986 video game)">Batman</a></i> (1986), <i><a href="/wiki/Head_Over_Heels_(video_game)" class="mw-redirect" title="Head Over Heels (video game)">Head Over Heels</a></i> (1987)<sup id="cite_ref-20" class="reference"><a href="#cite_note-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup> and <i><a href="/wiki/La_Abad%C3%ADa_del_Crimen" title="La Abadía del Crimen">La Abadía del Crimen</a></i> (1987). Isometric perspective was not limited to arcade/adventure games, though; for example, the 1989 strategy game <i><a href="/wiki/Populous_(video_game)" title="Populous (video game)">Populous</a></i> used isometric perspective. </p> <div class="mw-heading mw-heading3"><h3 id="1990s">1990s</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=7" title="Edit section: 1990s"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1237032888/mw-parser-output/.tmulti"><div class="thumb tmulti tright"><div class="thumbinner multiimageinner" style="width:308px;max-width:308px"><div class="trow"><div class="tsingle" style="width:152px;max-width:152px"><div class="thumbimage"><span typeof="mw:File"><a href="/wiki/File:Pixelart-tv-iso-2.png" class="mw-file-description"><img alt="Pixel art" src="//upload.wikimedia.org/wikipedia/commons/7/71/Pixelart-tv-iso-2.png" decoding="async" width="150" height="150" class="mw-file-element" data-file-width="128" data-file-height="128" /></a></span></div><div class="thumbcaption">A television set drawn in near-isometric 2:1 <a href="/wiki/Pixel_art" title="Pixel art">pixel art</a> (enlarged to show the pixel structure)<sup id="cite_ref-21" class="reference"><a href="#cite_note-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup></div></div><div class="tsingle" style="width:152px;max-width:152px"><div class="thumbimage"><span typeof="mw:File"><a href="/wiki/File:Fallout_camera_angles.png" class="mw-file-description"><img alt="Rendering of a scene emulating Fallout 2's perspective" src="//upload.wikimedia.org/wikipedia/commons/thumb/9/90/Fallout_camera_angles.png/150px-Fallout_camera_angles.png" decoding="async" width="150" height="150" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/9/90/Fallout_camera_angles.png/225px-Fallout_camera_angles.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/9/90/Fallout_camera_angles.png/300px-Fallout_camera_angles.png 2x" data-file-width="2048" data-file-height="2048" /></a></span></div><div class="thumbcaption"><a href="/wiki/3D_rendering" title="3D rendering">3D rendering</a> mimicking the video game <i><a href="/wiki/Fallout_(video_game)" title="Fallout (video game)">Fallout</a>'</i>s use of <a href="/wiki/Trimetric_projection" class="mw-redirect" title="Trimetric projection">trimetric projection</a> and a <a href="/wiki/Hex_map" title="Hex map">hexagonal grid</a></div></div></div></div></div> <p>Throughout the 1990s several successful games such as <i><a href="/wiki/Syndicate_(1993_video_game)" title="Syndicate (1993 video game)">Syndicate</a></i> (1993), <i><a href="/wiki/SimCity_2000" title="SimCity 2000">SimCity 2000</a></i> (1994), <i><a href="/wiki/Civilization_II" title="Civilization II">Civilization II</a></i> (1996), <i><a href="/wiki/X-COM" class="mw-redirect" title="X-COM">X-COM</a></i> (1994), and <i><a href="/wiki/Diablo_(video_game)" title="Diablo (video game)">Diablo</a></i> (1996) used a fixed isometric perspective. But with the advent of <a href="/wiki/3D_acceleration" class="mw-redirect" title="3D acceleration">3D acceleration</a> on personal computers and gaming consoles, games previously using a 2D perspective generally started switching to true 3D (and <a href="/wiki/Perspective_projection" class="mw-redirect" title="Perspective projection">perspective projection</a>) instead. This can be seen in the successors to the above games: for instance <i><a href="/wiki/SimCity_(2013_video_game)" title="SimCity (2013 video game)">SimCity</a></i> (2013), <i><a href="/wiki/Civilization_VI" title="Civilization VI">Civilization VI</a></i> (2016), <i><a href="/wiki/XCOM:_Enemy_Unknown" title="XCOM: Enemy Unknown">XCOM: Enemy Unknown</a></i> (2012) and <i><a href="/wiki/Diablo_III" title="Diablo III">Diablo III</a></i> (2012) all use 3D polygonal graphics; and while <i><a href="/wiki/Diablo_II" title="Diablo II">Diablo II</a></i> (2000) used fixed-perspective 2D perspective like its predecessor, it optionally allowed for perspective scaling of the sprites in the distance to lend it a "pseudo-3D" appearance.<sup id="cite_ref-22" class="reference"><a href="#cite_note-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup> </p><p>Also during the 1990s, isometric graphics began being used for Japanese <a href="/wiki/Role-playing_video_game" title="Role-playing video game">role-playing video games</a> (JRPGs) on <a href="/wiki/Video_game_console" title="Video game console">console systems</a>, particularly <a href="/wiki/Tactical_role-playing_game" title="Tactical role-playing game">tactical role-playing games</a>, many of which still use isometric graphics today. Examples include <i><a href="/wiki/Front_Mission" title="Front Mission">Front Mission</a></i> (1995), <i><a href="/wiki/Tactics_Ogre" title="Tactics Ogre">Tactics Ogre</a></i> (1995) and <i><a href="/wiki/Final_Fantasy_Tactics" title="Final Fantasy Tactics">Final Fantasy Tactics</a></i> (1997)—the latter of which used <a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D graphics</a> to create an environment where the player could freely rotate the camera. Other titles such as <i><a href="/wiki/Vandal_Hearts" title="Vandal Hearts">Vandal Hearts</a></i> (1996) and <i><a href="/wiki/Breath_of_Fire_III" title="Breath of Fire III">Breath of Fire III</a></i> (1997) carefully emulated an isometric or parallel view, but actually used perspective projection. </p><p>Isometric, or similar, perspectives become popular in <a href="/wiki/Role-playing_video_games" class="mw-redirect" title="Role-playing video games">role-playing video games</a>, such as <i><a href="/wiki/Fallout_(video_game)" title="Fallout (video game)">Fallout</a></i> and <i><a href="/wiki/Baldur%27s_Gate" title="Baldur's Gate">Baldur's Gate</a></i>. In some cases, these role-playing games became defined by their isometric perspective, which allows larger scale battles.<sup id="cite_ref-usgamer_1-8" class="reference"><a href="#cite_note-usgamer-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="2010s">2010s</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=8" title="Edit section: 2010s"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>Isometric projection has seen continued relevance in the new millennium with the release of several newly-<a href="/wiki/Crowdfunded" class="mw-redirect" title="Crowdfunded">crowdfunded</a> role-playing games on <a href="/wiki/Kickstarter" title="Kickstarter">Kickstarter</a>.<sup id="cite_ref-usgamer_1-9" class="reference"><a href="#cite_note-usgamer-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> These include the <i><a href="/wiki/Shadowrun_Returns" title="Shadowrun Returns">Shadowrun Returns</a></i> series (2013-2015) by <a href="/wiki/Harebrained_Schemes" title="Harebrained Schemes">Harebrained Schemes</a>; the <i><a href="/wiki/Pillars_of_Eternity" title="Pillars of Eternity">Pillars of Eternity</a></i> series (2015-2018) and <i><a href="/wiki/Tyranny_(video_game)" title="Tyranny (video game)">Tyranny</a></i> (2016) by <a href="/wiki/Obsidian_Entertainment" title="Obsidian Entertainment">Obsidian Entertainment</a>; and <i><a href="/wiki/Torment:_Tides_of_Numenera" title="Torment: Tides of Numenera">Torment: Tides of Numenera</a></i> (2017) by <a href="/wiki/InXile_Entertainment" title="InXile Entertainment">inXile Entertainment</a>.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">[<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (April 2023)">citation needed</span></a></i>]</sup> Both Obsidian Entertainment and inXile Entertainment have employed, or were founded by, former members of Black Isle Studios and Interplay Entertainment. Obsidian Entertainment in particular wanted to "bring back the look and feel of the <a href="/wiki/Infinity_Engine" class="mw-redirect" title="Infinity Engine">Infinity Engine</a> games like <i>Baldur's Gate</i>, <i><a href="/wiki/Icewind_Dale" title="Icewind Dale">Icewind Dale</a></i>, and <i><a href="/wiki/Planescape:_Torment" title="Planescape: Torment">Planescape: Torment</a></i>".<sup id="cite_ref-usgamer_1-10" class="reference"><a href="#cite_note-usgamer-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> Lastly, several pseudo-isometric 3D RPGs, such as <i><a href="/wiki/Divinity:_Original_Sin" title="Divinity: Original Sin">Divinity: Original Sin</a></i> (2014), <i><a href="/wiki/Wasteland_2" title="Wasteland 2">Wasteland 2</a></i> (2014) and <i><a href="/wiki/Dead_State" title="Dead State">Dead State</a></i> (2014), have been crowdfunded using Kickstarter. These titles differ from the above games, however, in that they use <i>perspective projection</i> instead of <i>parallel projection</i>.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">[<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (April 2023)">citation needed</span></a></i>]</sup>. There also other examples of modern isometric games, such as <a href="/wiki/Project_Zomboid" title="Project Zomboid">Project Zomboid</a>. </p> <div class="mw-heading mw-heading3"><h3 id="Use_of_related_projections_and_techniques">Use of related projections and techniques</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=9" title="Edit section: Use of related projections and techniques"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Graphical_projection_comparison.png" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/4/41/Graphical_projection_comparison.png/220px-Graphical_projection_comparison.png" decoding="async" width="220" height="220" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/4/41/Graphical_projection_comparison.png/330px-Graphical_projection_comparison.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/4/41/Graphical_projection_comparison.png/440px-Graphical_projection_comparison.png 2x" data-file-width="4550" data-file-height="4550" /></a><figcaption>Comparison of several types of <a href="/wiki/Graphical_projection" class="mw-redirect" title="Graphical projection">graphical projection</a>. Among 3/4 views, the presence of one or more 90° principal angles is often a good indicator that the perspective used is <i>oblique projection</i>.</figcaption></figure> <p>The term "isometric perspective" is frequently misapplied to any game with an—usually fixed—angled, overhead view that appears at first to be "isometric". These include the aforementioned <a href="/wiki/Dimetric_projection" class="mw-redirect" title="Dimetric projection">dimetrically projected</a> video games; games that use <a href="/wiki/Trimetric_projection" class="mw-redirect" title="Trimetric projection">trimetric projection</a>, such as <i><a href="/wiki/Fallout_(computer_game)" class="mw-redirect" title="Fallout (computer game)">Fallout</a></i> (1997)<sup id="cite_ref-gspot_fo_23-0" class="reference"><a href="#cite_note-gspot_fo-23"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup> and <i><a href="/wiki/SimCity_4" title="SimCity 4">SimCity 4</a></i> (2003);<sup id="cite_ref-ign_sc4_24-0" class="reference"><a href="#cite_note-ign_sc4-24"><span class="cite-bracket">[</span>24<span class="cite-bracket">]</span></a></sup> games that use <a href="/wiki/Oblique_projection" title="Oblique projection">oblique projection</a>, such as <i><a href="/wiki/Ultima_Online" title="Ultima Online">Ultima Online</a></i> (1997)<sup id="cite_ref-gamasutra_uol_25-0" class="reference"><a href="#cite_note-gamasutra_uol-25"><span class="cite-bracket">[</span>25<span class="cite-bracket">]</span></a></sup> and <i><a href="/wiki/Divine_Divinity" title="Divine Divinity">Divine Divinity</a></i> (2002);<sup id="cite_ref-26" class="reference"><a href="#cite_note-26"><span class="cite-bracket">[</span>26<span class="cite-bracket">]</span></a></sup> and games that use a combination of <a href="/wiki/Perspective_projection" class="mw-redirect" title="Perspective projection">perspective projection</a> and a <a href="/wiki/Bird%27s_eye_view" class="mw-redirect" title="Bird's eye view">bird's eye view</a>, such as <i><a href="/wiki/Silent_Storm" title="Silent Storm">Silent Storm</a></i> (2003),<sup id="cite_ref-cvg_ss_27-0" class="reference"><a href="#cite_note-cvg_ss-27"><span class="cite-bracket">[</span>27<span class="cite-bracket">]</span></a></sup> <i><a href="/wiki/Torchlight" title="Torchlight">Torchlight</a></i> (2009)<sup id="cite_ref-tlight_gr_28-0" class="reference"><a href="#cite_note-tlight_gr-28"><span class="cite-bracket">[</span>28<span class="cite-bracket">]</span></a></sup> and <i><a href="/wiki/Divinity:_Original_Sin" title="Divinity: Original Sin">Divinity: Original Sin</a></i> (2014).<sup id="cite_ref-29" class="reference"><a href="#cite_note-29"><span class="cite-bracket">[</span>29<span class="cite-bracket">]</span></a></sup> </p><p>Also, not all "isometric" video games rely solely on pre-rendered 2D sprites. There are, for instance, titles which use polygonal 3D graphics completely, but render their graphics using parallel projection instead of perspective projection, such as <i><a href="/wiki/Syndicate_Wars" title="Syndicate Wars">Syndicate Wars</a></i> (1996), <i><a href="/wiki/Dungeon_Keeper" title="Dungeon Keeper">Dungeon Keeper</a></i> (1997) and <i><a href="/wiki/Depths_of_Peril" title="Depths of Peril">Depths of Peril</a></i> (2007); games which use a combination of pre-rendered 2D backgrounds and real-time rendered 3D character models, such as <i><a href="/wiki/The_Temple_of_Elemental_Evil_(video_game)" title="The Temple of Elemental Evil (video game)">The Temple of Elemental Evil</a></i> (2003) and <i><a href="/wiki/Torment:_Tides_of_Numenera" title="Torment: Tides of Numenera">Torment: Tides of Numenera</a></i> (2017); and games which combine real-time rendered 3D backgrounds with hand-drawn 2D character sprites, such as <i><a href="/wiki/Final_Fantasy_Tactics" title="Final Fantasy Tactics">Final Fantasy Tactics</a></i> (1997) and <i><a href="/wiki/Disgaea:_Hour_of_Darkness" title="Disgaea: Hour of Darkness">Disgaea: Hour of Darkness</a></i> (2003). </p><p>One advantage of top-down <i>oblique projection</i> over other near-isometric perspectives, is that objects fit more snugly within non-overlapping square graphical tiles, thereby potentially eliminating the need for an additional <a href="/wiki/Z-order" title="Z-order">Z-order</a> in calculations, and requiring fewer pixels. </p> <div class="mw-heading mw-heading2"><h2 id="Mapping_screen_to_world_coordinates">Mapping screen to world coordinates</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=10" title="Edit section: Mapping screen to world coordinates"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <figure class="mw-default-size mw-halign-left" typeof="mw:File/Thumb"><a href="/wiki/File:Findtilecoordinates.png" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/e/e2/Findtilecoordinates.png/220px-Findtilecoordinates.png" decoding="async" width="220" height="124" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/e/e2/Findtilecoordinates.png/330px-Findtilecoordinates.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/e/e2/Findtilecoordinates.png/440px-Findtilecoordinates.png 2x" data-file-width="624" data-file-height="351" /></a><figcaption>Finding world coordinates</figcaption></figure> <p>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 <a href="/wiki/Rotation_matrix" title="Rotation matrix">rotation matrices</a> 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. </p><p>Another way that is less computationally intensive and can have good results if the 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: </p> <div class="mw-highlight mw-highlight-lang-c mw-content-ltr" dir="ltr"><pre><span></span><span class="kt">float</span><span class="w"> </span><span class="n">virtualTileX</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="n">screenx</span><span class="w"> </span><span class="o">/</span><span class="w"> </span><span class="n">virtualTileWidth</span><span class="p">;</span> <span class="kt">float</span><span class="w"> </span><span class="n">virtualTileY</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="n">screeny</span><span class="w"> </span><span class="o">/</span><span class="w"> </span><span class="n">virtualTileHeight</span><span class="p">;</span> <span class="c1">// some display systems have their origin at the bottom left while the tile map at the top left, so we need to reverse y</span> <span class="kt">float</span><span class="w"> </span><span class="n">inverseTileY</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="n">numberOfTilesInY</span><span class="w"> </span><span class="o">-</span><span class="w"> </span><span class="n">virtualTileY</span><span class="p">;</span> <span class="kt">float</span><span class="w"> </span><span class="n">isoTileX</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="n">inverseTileY</span><span class="w"> </span><span class="o">+</span><span class="w"> </span><span class="p">(</span><span class="n">virtualTileX</span><span class="w"> </span><span class="o">-</span><span class="w"> </span><span class="n">numberOfTilesInX</span><span class="w"> </span><span class="o">/</span><span class="w"> </span><span class="mi">2</span><span class="p">);</span> <span class="kt">float</span><span class="w"> </span><span class="n">isoTileY</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="n">inverseTileY</span><span class="w"> </span><span class="o">-</span><span class="w"> </span><span class="p">(</span><span class="n">virtualTileX</span><span class="w"> </span><span class="o">-</span><span class="w"> </span><span class="n">numberOfTilesInY</span><span class="w"> </span><span class="o">/</span><span class="w"> </span><span class="mi">2</span><span class="p">);</span> </pre></div> <p>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. </p> <div class="mw-heading mw-heading2"><h2 id="Examples">Examples</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=11" title="Edit section: Examples"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <div class="mw-heading mw-heading3"><h3 id="Dimetric_projection">Dimetric projection</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=12" title="Edit section: Dimetric projection"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <ul class="gallery mw-gallery-traditional"> <li class="gallerybox" style="width: 155px"> <div class="thumb" style="width: 150px; height: 150px;"><span typeof="mw:File"><a href="/wiki/File:Lincity-ng.png" class="mw-file-description" title="LinCity-NG (2005), a tile-based city-building game"><img alt="LinCity-NG (2005), a tile-based city-building game" src="//upload.wikimedia.org/wikipedia/commons/thumb/4/4b/Lincity-ng.png/120px-Lincity-ng.png" decoding="async" width="120" height="90" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/4/4b/Lincity-ng.png/180px-Lincity-ng.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/4/4b/Lincity-ng.png/240px-Lincity-ng.png 2x" data-file-width="1024" data-file-height="768" /></a></span></div> <div class="gallerytext"><i><a href="/wiki/LinCity-NG" class="mw-redirect" title="LinCity-NG">LinCity-NG</a></i> (2005), a <a href="/wiki/Tile-based_video_game" title="Tile-based video game">tile-based</a> <a href="/wiki/City-building_game" title="City-building game">city-building game</a></div> </li> <li class="gallerybox" style="width: 155px"> <div class="thumb" style="width: 150px; height: 150px;"><span typeof="mw:File"><a href="/wiki/File:Freecol_095_05.jpg" class="mw-file-description" title="FreeCol (2003) is a 4X strategy video game."><img alt="FreeCol (2003) is a 4X strategy video game." src="//upload.wikimedia.org/wikipedia/commons/thumb/b/b3/Freecol_095_05.jpg/120px-Freecol_095_05.jpg" decoding="async" width="120" height="67" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/b/b3/Freecol_095_05.jpg/180px-Freecol_095_05.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/b/b3/Freecol_095_05.jpg/240px-Freecol_095_05.jpg 2x" data-file-width="1366" data-file-height="767" /></a></span></div> <div class="gallerytext"><i><a href="/wiki/FreeCol" title="FreeCol">FreeCol</a></i> (2003) is a <a href="/wiki/4X" title="4X">4X</a> <a href="/wiki/Strategy_video_game" title="Strategy video game">strategy video game</a>.</div> </li> </ul> <div class="mw-heading mw-heading3"><h3 id="Oblique_projection">Oblique projection</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=13" title="Edit section: Oblique projection"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <ul class="gallery mw-gallery-traditional"> <li class="gallerybox" style="width: 155px"> <div class="thumb" style="width: 150px; height: 150px;"><span typeof="mw:File"><a href="/wiki/File:Micropolis_-_big_city.png" class="mw-file-description" title="Micropolis (2008), a tile-based city-building game"><img alt="Micropolis (2008), a tile-based city-building game" src="//upload.wikimedia.org/wikipedia/commons/thumb/6/6d/Micropolis_-_big_city.png/120px-Micropolis_-_big_city.png" decoding="async" width="120" height="90" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/6/6d/Micropolis_-_big_city.png/180px-Micropolis_-_big_city.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/6/6d/Micropolis_-_big_city.png/240px-Micropolis_-_big_city.png 2x" data-file-width="1200" data-file-height="900" /></a></span></div> <div class="gallerytext"><i><a href="/wiki/SimCity_(1989_video_game)#Micropolis" title="SimCity (1989 video game)">Micropolis</a></i> (2008), a <a href="/wiki/Tile-based_video_game" title="Tile-based video game">tile-based</a> <a href="/wiki/City-building_game" title="City-building game">city-building game</a></div> </li> </ul> <div class="mw-heading mw-heading3"><h3 id="Perspective_projection">Perspective projection</h3><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=14" title="Edit section: Perspective projection"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <ul class="gallery mw-gallery-traditional"> <li class="gallerybox" style="width: 155px"> <div class="thumb" style="width: 150px; height: 150px;"><span typeof="mw:File"><a href="/wiki/File:0_A.D._alpha_25_-_playing_as_Spartans.jpg" class="mw-file-description" title="0 A.D. is a real-time strategy video game."><img alt="0 A.D. is a real-time strategy video game." src="//upload.wikimedia.org/wikipedia/commons/thumb/8/8e/0_A.D._alpha_25_-_playing_as_Spartans.jpg/120px-0_A.D._alpha_25_-_playing_as_Spartans.jpg" decoding="async" width="120" height="68" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/8/8e/0_A.D._alpha_25_-_playing_as_Spartans.jpg/180px-0_A.D._alpha_25_-_playing_as_Spartans.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/8/8e/0_A.D._alpha_25_-_playing_as_Spartans.jpg/240px-0_A.D._alpha_25_-_playing_as_Spartans.jpg 2x" data-file-width="2560" data-file-height="1440" /></a></span></div> <div class="gallerytext"><i><a href="/wiki/0_A.D._(video_game)" title="0 A.D. (video game)">0 A.D.</a></i> is a <a href="/wiki/Real-time_strategy_video_game" class="mw-redirect" title="Real-time strategy video game">real-time strategy video game</a>.</div> </li> <li class="gallerybox" style="width: 155px"> <div class="thumb" style="width: 150px; height: 150px;"><span typeof="mw:File"><a href="/wiki/File:Freeciv-webgl-3d-screenshot.jpg" class="mw-file-description" title="Freeciv-web running in the 3D WebGL client"><img alt="Freeciv-web running in the 3D WebGL client" src="//upload.wikimedia.org/wikipedia/commons/thumb/f/f6/Freeciv-webgl-3d-screenshot.jpg/120px-Freeciv-webgl-3d-screenshot.jpg" decoding="async" width="120" height="68" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/f/f6/Freeciv-webgl-3d-screenshot.jpg/180px-Freeciv-webgl-3d-screenshot.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/f/f6/Freeciv-webgl-3d-screenshot.jpg/240px-Freeciv-webgl-3d-screenshot.jpg 2x" data-file-width="3840" data-file-height="2160" /></a></span></div> <div class="gallerytext"><i><a href="/wiki/Freeciv" title="Freeciv">Freeciv</a>-web</i> running in the 3D <a href="/wiki/WebGL" title="WebGL">WebGL</a> client</div> </li> <li class="gallerybox" style="width: 155px"> <div class="thumb" style="width: 150px; height: 150px;"><span typeof="mw:File"><a href="/wiki/File:Ufo_2.4_Farm.png" class="mw-file-description" title="UFO: Alien Invasion 2.4 tactical mode"><img alt="UFO: Alien Invasion 2.4 tactical mode" src="//upload.wikimedia.org/wikipedia/commons/thumb/6/6d/Ufo_2.4_Farm.png/120px-Ufo_2.4_Farm.png" decoding="async" width="120" height="90" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/6/6d/Ufo_2.4_Farm.png/180px-Ufo_2.4_Farm.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/6/6d/Ufo_2.4_Farm.png/240px-Ufo_2.4_Farm.png 2x" data-file-width="1024" data-file-height="768" /></a></span></div> <div class="gallerytext"><i><a href="/wiki/UFO:_Alien_Invasion" title="UFO: Alien Invasion">UFO: Alien Invasion</a></i> 2.4 tactical mode</div> </li> </ul> <div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=15" title="Edit section: See also"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <ul><li><a href="/wiki/Clipping_(computer_graphics)" title="Clipping (computer graphics)">Clipping</a></li> <li><a href="/wiki/Filmation_engine" class="mw-redirect" title="Filmation engine">Filmation engine</a></li> <li><a href="/wiki/Category:Video_games_with_isometric_graphics" title="Category:Video games with isometric graphics">Category:Video games with isometric graphics</a>: listing of isometric video games</li> <li><a href="/wiki/Category:Video_games_with_oblique_graphics" title="Category:Video games with oblique graphics">Category:Video games with oblique graphics</a>: listing of oblique video games</li> <li><a href="https://commons.wikimedia.org/wiki/Category:Isometric_video_game_screenshots" class="extiw" title="commons:Category:Isometric video game screenshots">Commons:Category:Isometric video game screenshots</a>: gallery of isometric video game screenshots</li></ul> <div class="mw-heading mw-heading2"><h2 id="References">References</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Isometric_video_game_graphics&action=edit&section=16" title="Edit section: References"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <style data-mw-deduplicate="TemplateStyles:r1239543626">.mw-parser-output .reflist{margin-bottom:0.5em;list-style-type:decimal}@media screen{.mw-parser-output .reflist{font-size:90%}}.mw-parser-output .reflist .references{font-size:100%;margin-bottom:0;list-style-type:inherit}.mw-parser-output .reflist-columns-2{column-width:30em}.mw-parser-output .reflist-columns-3{column-width:25em}.mw-parser-output .reflist-columns{margin-top:0.3em}.mw-parser-output .reflist-columns ol{margin-top:0}.mw-parser-output .reflist-columns li{page-break-inside:avoid;break-inside:avoid-column}.mw-parser-output .reflist-upper-alpha{list-style-type:upper-alpha}.mw-parser-output .reflist-upper-roman{list-style-type:upper-roman}.mw-parser-output .reflist-lower-alpha{list-style-type:lower-alpha}.mw-parser-output .reflist-lower-greek{list-style-type:lower-greek}.mw-parser-output .reflist-lower-roman{list-style-type:lower-roman}</style><div class="reflist reflist-columns references-column-width reflist-columns-2"> <ol class="references"> <li id="cite_note-usgamer-1"><span class="mw-cite-backlink">^ <a href="#cite_ref-usgamer_1-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-usgamer_1-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-usgamer_1-2"><sup><i><b>c</b></i></sup></a> <a href="#cite_ref-usgamer_1-3"><sup><i><b>d</b></i></sup></a> <a href="#cite_ref-usgamer_1-4"><sup><i><b>e</b></i></sup></a> <a href="#cite_ref-usgamer_1-5"><sup><i><b>f</b></i></sup></a> <a href="#cite_ref-usgamer_1-6"><sup><i><b>g</b></i></sup></a> <a href="#cite_ref-usgamer_1-7"><sup><i><b>h</b></i></sup></a> <a href="#cite_ref-usgamer_1-8"><sup><i><b>i</b></i></sup></a> <a href="#cite_ref-usgamer_1-9"><sup><i><b>j</b></i></sup></a> <a href="#cite_ref-usgamer_1-10"><sup><i><b>k</b></i></sup></a></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">.mw-parser-output cite.citation{font-style:inherit;word-wrap:break-word}.mw-parser-output .citation q{quotes:"\"""\"""'""'"}.mw-parser-output .citation:target{background-color:rgba(0,127,255,0.133)}.mw-parser-output .id-lock-free.id-lock-free a{background:url("//upload.wikimedia.org/wikipedia/commons/6/65/Lock-green.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-limited.id-lock-limited a,.mw-parser-output .id-lock-registration.id-lock-registration a{background:url("//upload.wikimedia.org/wikipedia/commons/d/d6/Lock-gray-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-subscription.id-lock-subscription a{background:url("//upload.wikimedia.org/wikipedia/commons/a/aa/Lock-red-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .cs1-ws-icon a{background:url("//upload.wikimedia.org/wikipedia/commons/4/4c/Wikisource-logo.svg")right 0.1em center/12px no-repeat}body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-free a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-limited a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-registration a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-subscription a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .cs1-ws-icon a{background-size:contain;padding:0 1em 0 0}.mw-parser-output .cs1-code{color:inherit;background:inherit;border:none;padding:inherit}.mw-parser-output .cs1-hidden-error{display:none;color:var(--color-error,#d33)}.mw-parser-output .cs1-visible-error{color:var(--color-error,#d33)}.mw-parser-output .cs1-maint{display:none;color:#085;margin-left:0.3em}.mw-parser-output .cs1-kern-left{padding-left:0.2em}.mw-parser-output .cs1-kern-right{padding-right:0.2em}.mw-parser-output .citation .mw-selflink{font-weight:inherit}@media screen{.mw-parser-output .cs1-format{font-size:95%}html.skin-theme-clientpref-night .mw-parser-output .cs1-maint{color:#18911f}}@media screen and (prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .cs1-maint{color:#18911f}}</style><cite id="CITEREFSignor2014" class="citation web cs1">Signor, Jeremy (2014-12-19). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20150809052629/http://www.usgamer.net/articles/twisted-perspective-the-continued-relevance-of-isometric-games">"Retronauts: The Continued Relevance of Isometric Games"</a>. <i>usgamer.net</i>. Gamer Network. Archived from <a rel="nofollow" class="external text" href="http://www.usgamer.net/articles/twisted-perspective-the-continued-relevance-of-isometric-games">the original</a> on 2015-08-09<span class="reference-accessdate">. Retrieved <span class="nowrap">2017-04-01</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=usgamer.net&rft.atitle=Retronauts%3A+The+Continued+Relevance+of+Isometric+Games&rft.date=2014-12-19&rft.aulast=Signor&rft.aufirst=Jeremy&rft_id=http%3A%2F%2Fwww.usgamer.net%2Farticles%2Ftwisted-perspective-the-continued-relevance-of-isometric-games&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-bestlooking-2"><span class="mw-cite-backlink">^ <a href="#cite_ref-bestlooking_2-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-bestlooking_2-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFVas2013" class="citation web cs1">Vas, Gergo (2013-03-18). <a rel="nofollow" class="external text" href="https://kotaku.com/5991061/the-best-looking-isometric-games">"The Best-Looking Isometric Games"</a>. <i>kotaku.com</i>. Gizmodo Media Group<span class="reference-accessdate">. Retrieved <span class="nowrap">2017-04-01</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=kotaku.com&rft.atitle=The+Best-Looking+Isometric+Games&rft.date=2013-03-18&rft.aulast=Vas&rft.aufirst=Gergo&rft_id=http%3A%2F%2Fkotaku.com%2F5991061%2Fthe-best-looking-isometric-games&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-3"><span class="mw-cite-backlink"><b><a href="#cite_ref-3">^</a></b></span> <span class="reference-text">Note: the blue vectors point towards the camera positions. The red arcs represent the rotations around the horizontal and vertical axes. The white boxes match the ones shown in the images at the top of the article. Notice how in the left image the camera vector passes through the two opposing vertices of the cube.</span> </li> <li id="cite_note-prerend-4"><span class="mw-cite-backlink"><b><a href="#cite_ref-prerend_4-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFVas2013" class="citation web cs1">Vas, Gergo (2013-05-10). <a rel="nofollow" class="external text" href="https://kotaku.com/video-games-with-the-most-memorable-pre-rendered-backgr-499808427">"Video Games With The Most Memorable Pre-Rendered Backgrounds"</a>. <i>Kotaku.com</i>. Gizmodo Media Group<span class="reference-accessdate">. Retrieved <span class="nowrap">2017-04-01</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Kotaku.com&rft.atitle=Video+Games+With+The+Most+Memorable+Pre-Rendered+Backgrounds&rft.date=2013-05-10&rft.aulast=Vas&rft.aufirst=Gergo&rft_id=http%3A%2F%2Fkotaku.com%2Fvideo-games-with-the-most-memorable-pre-rendered-backgr-499808427&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-kotakusprites-5"><span class="mw-cite-backlink"><b><a href="#cite_ref-kotakusprites_5-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFGrayson2016" class="citation web cs1">Grayson, Nathan (2016-04-01). <a rel="nofollow" class="external text" href="https://kotaku.com/the-struggle-to-bring-back-baldur-s-gate-after-17-years-1768303595">"The Struggle To Bring Back Baldur's Gate After 17 Years"</a>. <i>Kotaku.com</i>. Gizmodo Media Group<span class="reference-accessdate">. Retrieved <span class="nowrap">2017-04-11</span></span>. <q>It was a big challenge because all of the Baldur's Gate original assets like the 3D models that make up these sprites, the 3D models for the levels in the original game, these archives were lost.</q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Kotaku.com&rft.atitle=The+Struggle+To+Bring+Back+Baldur%27s+Gate+After+17+Years&rft.date=2016-04-01&rft.aulast=Grayson&rft.aufirst=Nathan&rft_id=http%3A%2F%2Fkotaku.com%2Fthe-struggle-to-bring-back-baldur-s-gate-after-17-years-1768303595&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-6"><span class="mw-cite-backlink"><b><a href="#cite_ref-6">^</a></b></span> <span class="reference-text"><a rel="nofollow" class="external text" href="https://www.arcade-museum.com/game_detail.php?game_id=10187"><i>Treasure Island</i></a> at the <a href="/wiki/Killer_List_of_Videogames" class="mw-redirect" title="Killer List of Videogames">Killer List of Videogames</a></span> </li> <li id="cite_note-7"><span class="mw-cite-backlink"><b><a href="#cite_ref-7">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://cocatalog.loc.gov">"Treasure Island (Registration Number PA0000187784)"</a>. <i><a href="/wiki/United_States_Copyright_Office" title="United States Copyright Office">United States Copyright Office</a></i><span class="reference-accessdate">. Retrieved <span class="nowrap">5 May</span> 2021</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=United+States+Copyright+Office&rft.atitle=Treasure+Island+%28Registration+Number+PA0000187784%29&rft_id=https%3A%2F%2Fcocatalog.loc.gov&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-Akagi-8"><span class="mw-cite-backlink">^ <a href="#cite_ref-Akagi_8-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-Akagi_8-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-Akagi_8-2"><sup><i><b>c</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFAkagi2006" class="citation book cs1 cs1-prop-foreign-lang-source">Akagi, Masumi (October 13, 2006). <a rel="nofollow" class="external text" href="https://archive.org/details/ArcadeGameList1971-2005/page/n36"><i>アーケードTVゲームリスト国内•海外編(1971-2005)</i></a> [<i>Arcade TV Game List: Domestic • Overseas Edition (1971-2005)</i>] (in Japanese). Japan: Amusement News Agency. pp. 35, 115, 131. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-4990251215" title="Special:BookSources/978-4990251215"><bdi>978-4990251215</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=%E3%82%A2%E3%83%BC%E3%82%B1%E3%83%BC%E3%83%89TV%E3%82%B2%E3%83%BC%E3%83%A0%E3%83%AA%E3%82%B9%E3%83%88%E5%9B%BD%E5%86%85%E2%80%A2%E6%B5%B7%E5%A4%96%E7%B7%A8%281971-2005%29&rft.place=Japan&rft.pages=35%2C+115%2C+131&rft.pub=Amusement+News+Agency&rft.date=2006-10-13&rft.isbn=978-4990251215&rft.aulast=Akagi&rft.aufirst=Masumi&rft_id=https%3A%2F%2Farchive.org%2Fdetails%2FArcadeGameList1971-2005%2Fpage%2Fn36&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-Perron-9"><span class="mw-cite-backlink">^ <a href="#cite_ref-Perron_9-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-Perron_9-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-Perron_9-2"><sup><i><b>c</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFPerronWolf2008" class="citation book cs1">Perron, Bernard; Wolf, Mark J. P. (12 November 2008). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=oe0zNalKkTgC&pg=PA158"><i>The Video Game Theory Reader 2</i></a>. Taylor & Francis. p. 158. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-415-96282-7" title="Special:BookSources/978-0-415-96282-7"><bdi>978-0-415-96282-7</bdi></a><span class="reference-accessdate">. Retrieved <span class="nowrap">13 November</span> 2022</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=The+Video+Game+Theory+Reader+2&rft.pages=158&rft.pub=Taylor+%26+Francis&rft.date=2008-11-12&rft.isbn=978-0-415-96282-7&rft.aulast=Perron&rft.aufirst=Bernard&rft.au=Wolf%2C+Mark+J.+P.&rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3Doe0zNalKkTgC%26pg%3DPA158&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-10"><span class="mw-cite-backlink"><b><a href="#cite_ref-10">^</a></b></span> <span class="reference-text"><a rel="nofollow" class="external text" href="https://www.arcade-museum.com/game_detail.php?game_id=12757"><i>Zaxxon</i></a> at the <a href="/wiki/Killer_List_of_Videogames" class="mw-redirect" title="Killer List of Videogames">Killer List of Videogames</a></span> </li> <li id="cite_note-US-11"><span class="mw-cite-backlink"><b><a href="#cite_ref-US_11-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://cocatalog.loc.gov">"Zaxxon (Registration Number PA0000135301)"</a>. <i>United States Copyright Office</i><span class="reference-accessdate">. Retrieved <span class="nowrap">5 May</span> 2021</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=United+States+Copyright+Office&rft.atitle=Zaxxon+%28Registration+Number+PA0000135301%29&rft_id=https%3A%2F%2Fcocatalog.loc.gov&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-12"><span class="mw-cite-backlink"><b><a href="#cite_ref-12">^</a></b></span> <span class="reference-text"><a rel="nofollow" class="external text" href="https://www.arcade-museum.com/game_detail.php?game_id=9182"><i>Q*bert</i></a> at the <a href="/wiki/Killer_List_of_Videogames" class="mw-redirect" title="Killer List of Videogames">Killer List of Videogames</a></span> </li> <li id="cite_note-13"><span class="mw-cite-backlink"><b><a href="#cite_ref-13">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFDavis" class="citation web cs1"><a href="/wiki/Warren_Davis_(actor)" class="mw-redirect" title="Warren Davis (actor)">Davis, Warren</a>. <a rel="nofollow" class="external text" href="http://www.coinop.org/features/qbstory.aspx">"The Creation of Q*Bert"</a>. <i>Coinop.org</i><span class="reference-accessdate">. Retrieved <span class="nowrap">26 September</span> 2011</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Coinop.org&rft.atitle=The+Creation+of+Q%2ABert&rft.aulast=Davis&rft.aufirst=Warren&rft_id=http%3A%2F%2Fwww.coinop.org%2Ffeatures%2Fqbstory.aspx&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-14"><span class="mw-cite-backlink"><b><a href="#cite_ref-14">^</a></b></span> <span class="reference-text"><a rel="nofollow" class="external text" href="https://www.arcade-museum.com/game_detail.php?game_id=7384"><i>Congo Bongo</i></a> at the <a href="/wiki/Killer_List_of_Videogames" class="mw-redirect" title="Killer List of Videogames">Killer List of Videogames</a></span> </li> <li id="cite_note-15"><span class="mw-cite-backlink"><b><a href="#cite_ref-15">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation journal cs1"><a rel="nofollow" class="external text" href="http://www.worldofspectrum.org/showmag.cgi?mag=SinclairUser/Issue021/Pages/SinclairUser02100088.jpg">"Sculptin the new shape of Spectrum games"</a>. <i><a href="/wiki/Sinclair_User" title="Sinclair User">Sinclair User</a></i> (21). December 1983<span class="reference-accessdate">. Retrieved <span class="nowrap">2009-03-02</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Sinclair+User&rft.atitle=Sculptin+the+new+shape+of+Spectrum+games&rft.issue=21&rft.date=1983-12&rft_id=http%3A%2F%2Fwww.worldofspectrum.org%2Fshowmag.cgi%3Fmag%3DSinclairUser%2FIssue021%2FPages%2FSinclairUser02100088.jpg&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-16"><span class="mw-cite-backlink"><b><a href="#cite_ref-16">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation journal cs1"><a rel="nofollow" class="external text" href="http://www.crashonline.org.uk/01/antattack.htm">"Soft Solid 3D Ant Attack"</a>. <i><a href="/wiki/Crash_(magazine)" title="Crash (magazine)">CRASH</a></i> (1). February 1984<span class="reference-accessdate">. Retrieved <span class="nowrap">2008-09-29</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=CRASH&rft.atitle=Soft+Solid+3D+Ant+Attack&rft.issue=1&rft.date=1984-02&rft_id=http%3A%2F%2Fwww.crashonline.org.uk%2F01%2Fantattack.htm&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-GamesTM-17"><span class="mw-cite-backlink"><b><a href="#cite_ref-GamesTM_17-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation book cs1">"Ultimate Play the Game – Company Lookback". <i>Retro Micro Games Action – The Best of gamesTM Retro Volume 1</i>. Highbury Entertainment. 2006. p. 25.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=bookitem&rft.atitle=Ultimate+Play+the+Game+%E2%80%93+Company+Lookback&rft.btitle=Retro+Micro+Games+Action+%E2%80%93+The+Best+of+gamesTM+Retro+Volume+1&rft.pages=25&rft.pub=Highbury+Entertainment&rft.date=2006&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-SIGGRAPH-18"><span class="mw-cite-backlink"><b><a href="#cite_ref-SIGGRAPH_18-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFSteven_Collins" class="citation web cs1">Steven Collins. <a rel="nofollow" class="external text" href="https://archive.today/20120909170003/http://www.siggraph.org/publications/newsletter/v32n2/contributions/collins.html">"Game Graphics During the 8-bit Computer Era"</a>. <i>Computer Graphics Newsletters</i>. SIGGRAPH. Archived from <a rel="nofollow" class="external text" href="http://www.siggraph.org/publications/newsletter/v32n2/contributions/collins.html">the original</a> on 2012-09-09<span class="reference-accessdate">. Retrieved <span class="nowrap">2007-08-16</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=Computer+Graphics+Newsletters&rft.atitle=Game+Graphics+During+the+8-bit+Computer+Era&rft.au=Steven+Collins&rft_id=http%3A%2F%2Fwww.siggraph.org%2Fpublications%2Fnewsletter%2Fv32n2%2Fcontributions%2Fcollins.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-19"><span class="mw-cite-backlink"><b><a href="#cite_ref-19">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFKrikke2000" class="citation journal cs1">Krikke, J. (July–August 2000). "Axonometry: a matter of perspective". <i>IEEE Computer Graphics and Applications</i>. <b>20</b> (4): 7–11. <a href="/wiki/Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<a rel="nofollow" class="external text" href="https://doi.org/10.1109%2F38.851742">10.1109/38.851742</a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=IEEE+Computer+Graphics+and+Applications&rft.atitle=Axonometry%3A+a+matter+of+perspective&rft.volume=20&rft.issue=4&rft.pages=7-11&rft.date=2000-07%2F2000-08&rft_id=info%3Adoi%2F10.1109%2F38.851742&rft.aulast=Krikke&rft.aufirst=J.&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span> "<i>Knight Lore</i> was said to be the second most cloned piece of software after the word- processing program <i>Word Star</i>."</span> </li> <li id="cite_note-20"><span class="mw-cite-backlink"><b><a href="#cite_ref-20">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation journal cs1"><a rel="nofollow" class="external text" href="http://www.crashonline.org.uk/51/runagain.htm">"Looking for an old angle"</a>. <i><a href="/wiki/Crash_(magazine)" title="Crash (magazine)">CRASH</a></i> (51). April 1988<span class="reference-accessdate">. Retrieved <span class="nowrap">2008-09-29</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=CRASH&rft.atitle=Looking+for+an+old+angle&rft.issue=51&rft.date=1988-04&rft_id=http%3A%2F%2Fwww.crashonline.org.uk%2F51%2Frunagain.htm&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-21"><span class="mw-cite-backlink"><b><a href="#cite_ref-21">^</a></b></span> <span class="reference-text">Note: The 2:1 pixel pattern in the near-isometric image allows smoother lines than in the isometric one.</span> </li> <li id="cite_note-22"><span class="mw-cite-backlink"><b><a href="#cite_ref-22">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation news cs1"><a rel="nofollow" class="external text" href="https://archive.today/20120710143250/http://findarticles.com/p/articles/mi_pwwi/is_20050229/ai_mark15009744/">"Diablo II Nears Completion As Blizzard Prepares For Final Phase Of Beta Testing"</a>. <i><a href="/wiki/FindArticles" title="FindArticles">FindArticles</a></i>. <a href="/wiki/BNET" title="BNET">BNET Business Network</a>. <a href="/wiki/Marketwire" class="mw-redirect" title="Marketwire">Marketwire</a>. May 2000. Archived from <a rel="nofollow" class="external text" href="http://findarticles.com/p/articles/mi_pwwi/is_200005/ai_mark15009744">the original</a> on 2012-07-10<span class="reference-accessdate">. Retrieved <span class="nowrap">2008-09-29</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=FindArticles&rft.atitle=Diablo+II+Nears+Completion+As+Blizzard+Prepares+For+Final+Phase+Of+Beta+Testing&rft.date=2000-05&rft_id=http%3A%2F%2Ffindarticles.com%2Fp%2Farticles%2Fmi_pwwi%2Fis_200005%2Fai_mark15009744&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-gspot_fo-23"><span class="mw-cite-backlink"><b><a href="#cite_ref-gspot_fo_23-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFGreen2000" class="citation web cs1">Green, Jeff (2000-02-29). <a rel="nofollow" class="external text" href="http://www.gamespot.com/features/arcanum_pre/">"GameSpot Preview: Arcanum"</a>. <i><a href="/wiki/GameSpot" title="GameSpot">GameSpot</a></i>. <a href="/wiki/CNET_Networks" class="mw-redirect" title="CNET Networks">CNET Networks, Inc</a><span class="reference-accessdate">. Retrieved <span class="nowrap">2008-01-10</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=GameSpot&rft.atitle=GameSpot+Preview%3A+Arcanum&rft.date=2000-02-29&rft.aulast=Green&rft.aufirst=Jeff&rft_id=http%3A%2F%2Fwww.gamespot.com%2Ffeatures%2Farcanum_pre%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-ign_sc4-24"><span class="mw-cite-backlink"><b><a href="#cite_ref-ign_sc4_24-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFButts2003" class="citation web cs1">Butts, Steve (2003-09-09). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20030920051234/http://pc.ign.com/articles/437/437280p1.html">"SimCity 4: Rush Hour Preview"</a>. <i>IGN PC</i>. <a href="/wiki/IGN" title="IGN">IGN Entertainment, Inc</a>. 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Retrieved <span class="nowrap">2008-01-10</span></span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=IGN+PC&rft.atitle=SimCity+4%3A+Rush+Hour+Preview&rft.date=2003-09-09&rft.aulast=Butts&rft.aufirst=Steve&rft_id=http%3A%2F%2Fpc.ign.com%2Farticles%2F437%2F437280p1.html&rfr_id=info%3Asid%2Fen.wikipedia.org%3AIsometric+video+game+graphics" class="Z3988"></span></span> </li> <li id="cite_note-gamasutra_uol-25"><span class="mw-cite-backlink"><b><a href="#cite_ref-gamasutra_uol_25-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFGreelyBen_Sawyer1997" class="citation web cs1">Greely, Dave; Ben Sawyer (1997-08-19). <a rel="nofollow" class="external text" href="http://www.gamasutra.com/features/19970819/sawyer_01.htm">"Has Origin Created the First True Online Game World?"</a>. <i><a href="/wiki/Gamasutra" class="mw-redirect" title="Gamasutra">Gamasutra</a></i>. 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href="/wiki/Pixel" title="Pixel">Pixel</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/2D_computer_graphics" title="2D computer graphics">2D graphics</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Alpha_compositing" title="Alpha compositing">Alpha compositing</a></li> <li><a href="/wiki/Layers_(digital_image_editing)" title="Layers (digital image editing)">Layers</a></li> <li><a href="/wiki/Text-to-image_model" title="Text-to-image model">Text-to-image</a></li></ul> </div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th id="2.5D" scope="row" class="navbox-group" style="width:1%"><a href="/wiki/2.5D" title="2.5D">2.5D</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a class="mw-selflink selflink">Isometric graphics</a></li> <li><a href="/wiki/Mode_7" title="Mode 7">Mode 7</a></li> <li><a href="/wiki/Parallax_scrolling" title="Parallax scrolling">Parallax scrolling</a></li> <li><a href="/wiki/Ray_casting" title="Ray casting">Ray casting</a></li> <li><a href="/wiki/Skybox_(video_games)" title="Skybox (video games)">Skybox</a></li></ul> </div></td></tr></tbody></table><div> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D graphics</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/3D_projection" title="3D projection">3D projection</a></li> <li><a href="/wiki/3D_rendering" title="3D rendering">3D rendering</a></li> <li>(<a href="/wiki/Image-based_modeling_and_rendering" title="Image-based modeling and rendering">Image-based</a></li> <li><a href="/wiki/Spectral_rendering" title="Spectral rendering">Spectral</a></li> <li><a href="/wiki/Unbiased_rendering" title="Unbiased rendering">Unbiased</a>)</li> <li><a href="/wiki/Aliasing" title="Aliasing">Aliasing</a></li> <li><a href="/wiki/Anisotropic_filtering" title="Anisotropic filtering">Anisotropic filtering</a></li> <li><a href="/wiki/Cel_shading" title="Cel shading">Cel shading</a></li> <li><a href="/wiki/Fluid_animation" title="Fluid animation">Fluid animation</a></li> <li><a href="/wiki/Computer_graphics_lighting" title="Computer graphics lighting">Lighting</a> <ul><li><a href="/wiki/Global_illumination" title="Global illumination">Global illumination</a></li></ul></li> <li><a href="/wiki/Hidden-surface_determination" title="Hidden-surface determination">Hidden-surface determination</a></li> <li><a href="/wiki/Polygon_mesh" title="Polygon mesh">Polygon mesh</a></li> <li>(<a href="/wiki/Triangle_mesh" title="Triangle mesh">Triangle mesh</a>)</li> <li><a href="/wiki/Shading" title="Shading">Shading</a> <ul><li><a href="/wiki/Deferred_shading" title="Deferred shading">Deferred</a></li></ul></li> <li><a href="/wiki/Surface_triangulation" title="Surface triangulation">Surface triangulation</a></li> <li><a href="/wiki/Wire-frame_model" title="Wire-frame model">Wire-frame model</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Concepts</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Affine_transformation" title="Affine transformation">Affine transformation</a></li> <li><a href="/wiki/Back-face_culling" title="Back-face culling">Back-face culling</a></li> <li><a href="/wiki/Clipping_(computer_graphics)" title="Clipping (computer graphics)">Clipping</a></li> <li><a href="/wiki/Collision_detection" title="Collision detection">Collision detection</a></li> <li><a href="/wiki/Planar_projection" title="Planar projection">Planar projection</a></li> <li><a href="/wiki/Reflection_(computer_graphics)" title="Reflection (computer graphics)">Reflection</a></li> <li><a href="/wiki/Rendering_(computer_graphics)" title="Rendering (computer graphics)">Rendering</a> <ul><li><a href="/wiki/Beam_tracing" title="Beam tracing">Beam tracing</a></li> <li><a href="/wiki/Cone_tracing" title="Cone tracing">Cone tracing</a></li> <li><a href="/wiki/Checkerboard_rendering" title="Checkerboard rendering">Checkerboard rendering</a></li> <li><a href="/wiki/Ray_tracing_(graphics)" title="Ray tracing (graphics)">Ray tracing</a></li> <li><a href="/wiki/Path_tracing" title="Path tracing">Path tracing</a></li> <li><a href="/wiki/Ray_casting" title="Ray casting">Ray casting</a></li> <li><a href="/wiki/Scanline_rendering" title="Scanline rendering">Scanline rendering</a></li></ul></li> <li><a href="/wiki/Rotation_(mathematics)" title="Rotation (mathematics)">Rotation</a></li> <li><a href="/wiki/Scaling_(geometry)" title="Scaling (geometry)">Scaling</a></li> <li><a href="/wiki/Shadow_mapping" title="Shadow mapping">Shadow mapping</a></li> <li><a href="/wiki/Shadow_volume" title="Shadow volume">Shadow volume</a></li> <li><a href="/wiki/Shear_matrix" class="mw-redirect" title="Shear matrix">Shear matrix</a></li> <li><a href="/wiki/Shader" title="Shader">Shader</a></li> <li><a href="/wiki/Texel_(graphics)" title="Texel (graphics)">Texel</a></li> <li><a href="/wiki/Translation_(geometry)" title="Translation (geometry)">Translation</a></li> <li><a href="/wiki/Volume_rendering" title="Volume rendering">Volume rendering</a></li> <li><a href="/wiki/Voxel" title="Voxel">Voxel</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Graphics_software" title="Graphics software">Graphics software</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/List_of_3D_computer_graphics_software" title="List of 3D computer graphics software">3D computer graphics software</a> <ul><li><a href="/wiki/List_of_3D_animation_software" title="List of 3D animation software">animation</a></li> <li><a href="/wiki/List_of_3D_modeling_software" title="List of 3D modeling software">modeling</a></li> <li><a href="/wiki/List_of_3D_rendering_software" title="List of 3D rendering software">rendering</a></li></ul></li> <li><a href="/wiki/Raster_graphics_editor" title="Raster graphics editor">Raster graphics editors</a></li> <li><a href="/wiki/Comparison_of_vector_graphics_editors" title="Comparison of vector graphics editors">Vector graphics editors</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Algorithms</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/List_of_computer_graphics_algorithms" class="mw-redirect" title="List of computer graphics algorithms">List of computer 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