@Fred,
Just advice me:
For a 2D game, I’m looking for benefit of the 3D library components like particles system for example.
Then, the goal it’s to superpose a 3D environment to a 2D isometric map.
For that I need two important features:
- An orthographic projection (bugging in 3.94). Thus by moving a 3D entity, no deformation is shown due to the perspective of the camera.
- A metric system for the 3D environment, to have the correspondence between pixels and 3D coordinates.
Can I expect the two features for the PB v4 or do I need to change the method right now?
A mix of 2D and 3D environments, is it realistic for PB v4?
Thanks!
To be complete if permit:
ok no metric can by setting for the 3D environment,
but currently a scale is chosen by the 3D engine when a render is required ?!
Of course, because for a fixed camera position, this scale defines the pixels from a given orthogonal plan (i.e. for a given depth ) that can be shown on the screen …
What is the chosen made?
It can by enough for me to know simply the scale chosen…
To be complete if permit:
ok no metric can by setting for the 3D environment,
but currently a scale is chosen by the 3D engine when a render is required ?!
Of course, because for a fixed camera position, this scale defines the pixels from a given orthogonal plan (i.e. for a given depth ) that can be shown on the screen …
What is the chosen made?
It can by enough for me to know simply the scale chosen…