A* (pronounced A Star) is an algorithm that considers traversable and non-traversable nodes while finding the shortest distance between 2 points. It’s widely used in tile-based games.
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In part 2, we’ll spend some time structuring our code, so it’s more representative of a full scale game platform. We’ll add interactivity and animation. We’ll write a depth sorting function that will ensure our rendering updates accurately. Lastly, we’ll explore some tricks for optimisation to keep our game running efficiently on all devices.
Clash of Clans, Diablo, Age of Empires, Bastion. All of these popular games use isometric projection. Well, technically, it’s dimetric but it seems isometric is the more common term used amongst developers. Essentially, what this method does, is take pre-rendered 3D graphics and displays them in-game as 2D sprites. So you get a simulated 3D environment but you’re still developing within a 2D framework. If you’d like to know more about the theory, this wiki article‘s not a bad place to start. However, in this tutorial I’ll be focusing on the practical component, so you can get your own isometric 2.5D game up and running ASAP. This is part 1 of an ongoing series. In this installment, we will build a foundation to render our level in both 2D and isometric views.