[HN Gopher] A modular system for isometric pixel blocks
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       A modular system for isometric pixel blocks
        
       Author : blinding-streak
       Score  : 21 points
       Date   : 2023-01-12 11:44 UTC (1 days ago)
        
 (HTM) web link (c6y.github.io)
 (TXT) w3m dump (c6y.github.io)
        
       | blueblimp wrote:
       | This seems to be just one approach to the problem. To my taste,
       | the way they're drawing the vertical lines is ugly (because of
       | the asymmetry), so it made me curious how notable professional
       | isometric pixel art has solved the problem.
       | 
       | I checked two games: Rollercoaster Tycoon 2 and X-COM: UFO
       | Defense. Interestingly, they solve the vertical line problem in
       | the same way as each other, but it's in a different way from the
       | link.
       | 
       | In those games, instead of having an explicit line border, the
       | line is implied by a shading difference between the two faces,
       | which eliminates the asymmetry. Additionally, the corners at top,
       | middle, and bottom are 4 pixels wide instead of 2.
       | 
       | (This strengthens my conviction in the following rule of thumb:
       | when it comes to art, it's better to study professional work I
       | like than to trust a guide.)
        
       | sublinear wrote:
       | > Dual Pixels sit at the heart of the isometric grid. They
       | encapsulate the 2/1 proportion inherent to isometric pixel art.
       | 
       | Honestly I never thought about this, but that's really neat.
        
       | choeger wrote:
       | I don't get the tiling. Cells are 7x7 dual (?) Pixels yet they
       | can be divided by 2,3 and 6?
       | 
       | Cubes are 4x4x4 cells yet can be divided by 3?
       | 
       | How does that work out?
        
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       (page generated 2023-01-13 23:00 UTC)