I developed the isometric engine for this[0] video game in the 90s. I remember trying to figure out the algorithm to determine where the cursor was (converting screen x/y to position on tile, taking into account height of tile stack and the fact the tiles could be transparent) was a monstrous headache for some reason.
The sort of thing you'd solve in 30 seconds with Google in 2024.
The 2D tiles were rendered out of 3D Studio Max, and the characters were meshes exported from Max.
The sort of thing you'd solve in 30 seconds with Google in 2024.
The 2D tiles were rendered out of 3D Studio Max, and the characters were meshes exported from Max.
[0] https://www.youtube.com/watch?v=9UOYps_3eM0