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Post by superpringles on Jul 13, 2016 23:53:57 GMT -5
Weird question, but I'm asking because I want to imitate that camera for a game.
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Post by Chiz on Jul 14, 2016 1:36:51 GMT -5
It's a true 3D game, so perspective. Perspective (left) vs Orthographic (right) projections On the left, you can see that depth is conveyed how you would expect it to be in the real world; while we can intuitively "tell" the lines that run into the distance are parallel, in the rendered image, they are not, and as such things that are nearby are larger than a similar item far away. On the right, all depth is portrayed with actually parallel lines, and a distant object is exactly as large as an object closer to the camera. This is good for demonstrating architecture, but it is not how people perceive the world, and would be awkward to use in a game that relied on all 3 axes for movement. EDIT: If it comes up, you are going to want 3-point perspective, too; each "point" changes an axis from "parallel" to proportionally sized based on distance from the focal point. 1 point (usually) makes far things small, but both up/down, and left/right, remain parallel. 2-point (usually) keeps up/down as parallel, but near/far and left/right tapers toward the focal points. 3-point makes all 3 (near/far, left/right, and up/down) taper toward their respective focal points. "Orthographic" is effectively "0-point".
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Post by superpringles on Jul 14, 2016 13:54:01 GMT -5
It's a true 3D game, so perspective. Perspective (left) vs Orthographic (right) projections On the left, you can see that depth is conveyed how you would expect it to be in the real world; while we can intuitively "tell" the lines that run into the distance are parallel, in the rendered image, they are not, and as such things that are nearby are larger than a similar item far away. On the right, all depth is portrayed with actually parallel lines, and a distant object is exactly as large as an object closer to the camera. This is good for demonstrating architecture, but it is not how people perceive the world, and would be awkward to use in a game that relied on all 3 axes for movement. EDIT: If it comes up, you are going to want 3-point perspective, too; each "point" changes an axis from "parallel" to proportionally sized based on distance from the focal point. 1 point (usually) makes far things small, but both up/down, and left/right, remain parallel. 2-point (usually) keeps up/down as parallel, but near/far and left/right tapers toward the focal points. 3-point makes all 3 (near/far, left/right, and up/down) taper toward their respective focal points. "Orthographic" is effectively "0-point". That response was awesome! Thanks!
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