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Wrim — Rotating Cube

#cube #isometric #rotating
Published: 2020-04-20 18:39:08 +0000 UTC; Views: 533; Favourites: 6; Downloads: 0
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Description Imagine a 2D game with a free-view 3D camera.
With the right math you could play any old pixel game in three dimensions.
The easy way would be to create a 3D object, a voxel out of a 32x32 tile, but what if you would still use a 2D sprite, only rotated?
You could still start with a flat tile and have the rest of the directions calculated.
This is 12 frames.

1 - isometric
2-6 - rotating
7 - a quarter rotation
8-12 = 2-6 mirrored

In a basic sprite rotation you would have 8 directions so this one is a bit smoother.
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