Table of ContentsThe GraphicsChapter 21.            Ray Casting

Conclusion

Come on, tell me you don't think that little tank weaving in and out of trees is dead sexy. Hopefully you've found creating such a cool effect easy. I know you've cheated a little by creating a not-quite-really-an-iso engine, but for J2ME games right now, a vertical tilt engine is the best way to get the eye-candy value of a 3D perspective without the nightmare of managing too complex a system.

The isometric work you've done so far covers most games, but you can see that many things might need tweaking based on the exact type of game you are making. Fast-moving actors in big worlds, for example, might require modification to the sectoring system. Different projection angles might require more support for tile placement. Hopefully what you've seen in this chapter will give you enough background to adapt to most solutions. If not …well hey, you have to do some work sometime, you know.

    Table of ContentsThe GraphicsChapter 21.            Ray Casting