Hello!
I recently started a project and decided it was worth the while to go all in and migrate the 2D setup to 3D. Luckily I wasn’t too deep into it, but as I’m fairly new to programming, figuring stuff out is always a hurdle of its own.
I went from this: (2D flat w/ orthographic camera)
Which was pixel perfect for the most part
To this: 3D ortho pointing at 45 degrees, and everything weirdly stretched to 1.5x of its Y axis
My question is, what are the calculations I’d have to make to get it back to aspect correctly? How do I extract the exact ammount of stretching that’s equivalent to the angled view? I’ve seen a video of the guys from Dungeon of Endless doing it, where they moved it to a grid until they got it perfectly, which I also tried, but it seems to be a very… messy way of doing it. I’m assuming it needs code.
I’m using the camera’s ortho size at 90. I’ve been analyzing this picture to try and figure it out a bit, and I’m not entirely sure if the whole world is just rotated, if the walls are at 90º or not, or if there’s something shady and wizardous going on that I’m clearly missing. I know you can rotate the sprite but I’m hoping to be able to make them cast shadows eventually, and I’m not sure if that would mess up with the projection or not (streching being more convenient)
I apologize if this has been tackled before, I really want to understand the math behind it, and it boggles me quite a lot I can’t even put a name on it to be able to search something similar.
(yes I literally challenged myself to attempt to clone the EtG engine having the barebones of C# skills)