The advantage of Tile Base Engine is its processing speed. If we design Isometric Engine and ignore this advantage, then there is no loss. So it is convenient for programming or artist, it is convenient to design the game to TILE, but not to play anything The advantage of Tile, such as arbitrary shape, any of the Sprite motion route, will not be able to surpass the front game ENGINE. We must work hard to one of the efficiency and expressive power. This time I chose efficiency. Not like not tile engine so free, Tile base must ensure that the icon is divided into a block, etc., which is conducive to occlusion Computing and repeated use of pictures. The ISOMETRIC TILE splicing is not as easy as rectangular Tile. The computer bitmap data does not allow the existence of the slash, so the shape of Tile must be carefully designed to ensure seamless splicing. All splicing problems, usually The bottom rhombus. The following set of typical diamonds can be mutually stitching. Please pay attention to their shapes, the four vertices are two points, so that they can be seamlessly splicing. Two diagonals of diamonds are 2N and 2N and 4N 2 (n = 5 in the figure). In addition to this shape, we have another option. It is a point of 4 top points. As picture: Take a look at this Tile stitching, we have to pay attention to It is necessary to overlap the vertex when stitching. Look at the map: The overlap portion is must be. Such a diamond diagonal is 2N-1, 4N 1 (n = 5 in the figure). My choice is this Two shapes. Because of its single TILE width, it is 4N 1, but there is a little over every two times, and each TILE is covered by 4N. The width of the screen is also a multiple of 4, which is behind It can be made in the design. PS needs to be noted that isometric's Tile shape cannot be arbitrarily, so the perspective is fixed. We need to pay attention to the problem when you use 3D modeling software, that is, camera machine Angle. In my other article, "Snope Engine Design: Perspective and Coordinate Transformation" in the perspective of the viewing angle. We are hereby incorporated by 30 degrees (Arc Sin 2N / 4N)