Dungeon Warping via Orthographic Projections

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In this video I use Orthographic Projection to simplify the structure of a 3D world rendered with a 2D aesthetic. It's also a great demonstration of the olc::PixelGameEngine Warped Decal function!

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Damn YT compression really helping me out here...

javidx
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When he rotated the ortho view I was really shocked. In the SNES era this would have been considered voodoo.

RandomGuyyy
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Hello!
I'm a second semester CS student and your channel made me love C++ and programming in general. I just want to say, never stop what you're doing!

muhammadhaider
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You are my idol. I am a computer science student barely taking the fundamental classes for C++ and I wish to someday be as knowledgeable and skilled as you.

PULPDOOM
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The beginning of your video is what the state of the art looked like when I started! You are making me feel nostalgic. Actually, the old days were different in some ways:
1) screen resolution was 320x200, which was not only low, but the pixels weren't square
2) The camera's position could not be rotated. Holy crap, every game developer in the world wished that he could think of how to do rotate the camera like you did at 1:27. But it could not be done on existing technology. At best, we could only move the camera's angle by 90 degrees (eg, re-rendering the scene from a north-facing camera to a west-facing camera).

GregoryTheGrster
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You sir are a complete genius, I jumped out of my seat when you did that smooth view transition. I thought this was possible for my isometric game but had no idea how to shear it and thankfully stumbled across this video

fryingpan
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what an absolute treat this channel is, my goodness

JoeyLutes
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This is the coolest thing I've seen since... well, your last video. I would love to see the shadow casting algorithm working in this environment!
Great work, as always. Love from Spain

miguelmejia
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Yet another video that worth a full college lecture!

Edzward
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javidx9 - i keep coming back to this video - its marvelous ! you explain the math and screen and pixel space stuff so nicely. Finally downloaded this to play with it tonight. neato.

mikena
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Always appreciate your videos and explanations. I know these take an insane amount of time from experience, so a lot of respect.

Also, the subtle ways you dump on Minecraft don't go unnoticed.

johnjackson
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You are my mentor :D even my girlfriend whom is a dentist told me yesterday that you have pleasant voice and the way you express your knowledge is very friendly for begginers. So even she could start writing code :D and thats 100% true. For example im working on diggers/loaders and im following your channel smth around 2 months i guess :D I was hooked up from the first video when heard the way you are explaining everything(making own shooter). Viewer can feel that passion in your voice and thats the strenght. Wish you all best and maybe more videos :) when i will write my 1st game from scratch i will donate or help You with ground works if you plan to build house in future xDDDD

dzonsonmakdael
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Tu contenido es realmente increible y didáctico, es increible el manejo que tienes, cada vídeo que haces para mi es una auténtica obra de arte. Gracias de verdad

smartito_
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1:11 Twisty mind-blowing :D
Love your videos <3

DavidslvPT
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After doing the 2D isometric game for the game jam. Rethinking the sorting algorithm and just go 2.5D and have cool effects. Thank you @javidx9 !!

spike
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I've been interested in making some orthographic projects in Unreal 4 and this video has a been a great help to get my head around some ideas. Even though in this you're doing the drawing yourself there's still a ton of useful information and ideas to take on board.



After all, it's not what you don't know but know you don't know that gets you, it's what you don't know and don't know that you're unaware about!

NecromancyBlack
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I'm a simple man. I see javidx9 video, I click.

shaurulshauros
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My brain had always bubbled towards this stuff being possible. But I could never figure out how it was done. Great vid!

davep
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In brief, using sin/cos function by axis for rotation, good work

tantumDicoQuodCogito
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Again, fantastic demo. When you turn the camera around, maybe it would be nice to snap the angle to the appropriate muliple of 45 degrees, once a threshold has been reached. for example, if we want to turn to 90 degrees, once we've reached 89 degrees, it snaps it to 90, and we can save on performance when the user is not pressing a rotate key.

mistervoldemort