Qbasic: the Magazine 08.14.99 Issue 12

By Alias

## Screenshot taken from Attack of the Blobeteers

Que? Believe it! The projection model has that one major flaw, that something in one position can appear to be in another. There is a very simple, very elegant way around it though - it's called rotation. Yes, it's true, if you rotate every point around the Z axis -8 degrees, it will make everything unmistakeable. Here's the formula to do that:

x' = cos(-8) * x - sin(-8)
y' = sin(-8) * y _ cos(-8)

Please note that the -8's in there need to be changed to -8 * (3.14159 / 180) because theta is in a different measure than degrees.

Now that you understand projection in Isometric form and everything there is to know about voxels, my work here is done. On the 23d of this month you will see a fine example of isometric perspective, that is, a demo of my game, Attack of the Blobeteers. Thanks for reading and I'll see you on the release date.

 Alias doesn't know that rotated along the sine wave, z' = w* of the quaternion.