男人性功能不好吃什么药| 身披枷锁是什么生肖| 防代表什么生肖| 鸭嘴鱼吃什么食物| 四面楚歌什么意思| 打摆子是什么病| 什么叫青光眼| 巨蟹座幸运花是什么| 路上遇到蛇是什么征兆| s是什么牌子| 胃痉挛是什么| 31岁属什么生肖| 肺部挂什么科| 放屁臭吃什么药| 咳白色泡沫痰吃什么药| 厉兵秣马是什么意思| 怀孕前三个月忌吃什么| 为什么会厌学| 梨子和什么一起榨汁好喝| 腿纹不对称有什么影响| 平行宇宙是什么意思| 为什么医生爱开喜炎平| 咖啡色配什么颜色好看| jewelry什么意思| verde是什么颜色| 王一博是什么星座| 白萝卜不能和什么一起吃| 牙龈肿痛发炎吃什么药| 健身hit什么意思| 早上喝蜂蜜水有什么好处| 66年出生属什么生肖| 小麦什么时候播种| 多莉是什么鱼| 风湿类风湿有什么区别| 抠鼻表情是什么意思| 梦见卖东西是什么意思| 为什么女娲是一条蛇| 爆冷是什么意思| 经常尿路感染是什么原因| 梦见菊花是什么意思啊| 胚由什么组成| 入赘什么意思| 男人脚底发热是什么病| 庶子什么意思| 根充是什么意思| imax电影是什么意思| 咳黄痰吃什么药好得快| 最近天气为什么这么热| 尿胆原阳性是什么病| 水落石出是什么生肖| 多汗症挂什么科| 漏尿挂什么科| 梦见穿破鞋是什么意思| 钙片吃多了有什么副作用| 眼镜蛇为什么叫眼镜蛇| 红豆有什么功效和作用| 紫萱名字的含义是什么| 一什么瓜地| 血糖和血脂有什么区别| 宝宝出牙晚是什么原因| 为什么老想睡觉| 沙肝是什么| 瘿病是什么病| 学生早餐吃什么方便又营养| 烟雾病是什么| afd是什么意思| 女人脚心发热吃什么药| 恢复伤口的鱼叫什么鱼| 脸上长斑是什么原因| 什么的云彩| 最早的春联是写在什么上面的| 解暑喝什么| 面基是什么意思啊| 心火旺失眠吃什么药| 一年级又什么又什么| 野鸡吃什么| 1959年属什么生肖| 免疫力低有什么症状| 501是什么意思| 什么病治不好| 肺炎支原体抗体阳性是什么意思| 头臀径是指什么| 塑料袋是什么材质| 小孩睡觉流鼻血是什么原因引起的| 黄体破裂是什么意思| 心肌酶高是什么原因| 生物膜是什么| 做梦梦见考试是什么意思| 月经一直不干净是什么原因| 脚裂口子是什么原因| 潜血弱阳性什么意思| 产妇月子吃什么下奶多| 百合花什么颜色| 孤品是什么意思| 铁皮石斛有什么作用| 梦见黑山羊是什么预兆| 团购什么意思| 黑化是什么意思| 汤去掉三点水念什么| 建卡需要带什么证件| 失眠为什么开奥氮平片| 灵性是什么意思| 晚饭后散步有什么好处| cmf是什么| 冰粉为什么要加石灰水| 枉然是什么意思| 花圃是什么意思| 冲奶粉用什么水比较好| 来例假肚子疼吃什么药| 苏打水有什么作用| 菊花脑是什么菜| 国画是什么| 天煞是什么意思| wtf是什么意思| 梦见豹子是什么预兆| 综合内科是看什么病| 女子胞指的是什么| 腰痛吃什么药好| 女性排卵期一般是什么时候| 高烧用什么方法降温最快| 腰肌劳损有什么症状| 医院可以点痣吗挂什么科| 卡马西平片是什么药| 金命适合什么颜色| 饭前吃药和饭后吃药有什么区别| 心气虚吃什么食物补| 政法委是干什么的| 三下乡是什么| 上海以前叫什么| 什么什么分明的成语| erke是什么牌子| 无花果吃多了有什么坏处| 夏季喝什么茶好| 娃娃流鼻血是什么原因| 大雪是什么意思| 5.23是什么星座| 五指姑娘是什么意思| 57属什么生肖| 饭前饭后吃药有什么区别| 梦见墙倒了有什么预兆| 点头之交是什么意思| 结婚6年是什么婚| 义举是什么意思| 什么东西在倒立之后会增加一半| dd是什么意思| bm是什么牌子| 1004是什么星座| 什么助听器| innisfree是什么牌子的化妆品| 红花代表什么生肖| 小便疼痛吃什么药| 通风什么征兆| 感冒嗓子疼吃什么消炎药| 血脂高能吃什么水果| 川崎病是什么病| 血压偏低有什么危害| 尿黄尿臭是什么原因| 腮腺炎是什么| 迷恋一个人说明什么| 国保大队是干什么的| 吃什么补精子快| 谷什么意思| 出海什么意思| 楠字五行属什么| 食指比无名指长代表什么| 杏鲍菇不能和什么一起吃| 尿蛋白定量是什么意思| 自什么自什么| 苏打和小苏打有什么区别| 性格好是什么意思| 吃姜对身体有什么好处| 脾胃是什么| xy是什么意思| 最近有什么病毒| 屈髋是什么姿势| 自缚是什么意思| 什么锅好| 黄精有什么作用| 泄露是什么意思| 宝宝咳嗽挂什么科| 圈癣是什么引起的| 什么情况下容易怀孕| 一班三检是指什么| 1月24日什么星座| 异物进入气管什么症状| 莫名其妙的心情不好是什么原因| 舌苔厚黄吃什么药| 怂包是什么意思| 性格内敛是什么意思| 省检察长什么级别| 3月14日是什么星座| 皮肤黑适合穿什么颜色的衣服| 戏谑是什么意思| his系统是什么| 苏州秋裤楼叫什么| 贫血吃什么食物| 知趣是什么意思| 为什么会胃疼| 继发不孕什么意思| 96615是什么电话| 为什么癌症治不好| 肠梗阻挂什么科| 牙齿上白色斑块是什么| 猪精是什么| 什么炒腊肉好吃| 小钢炮是什么意思| 孩子张嘴睡觉是什么原因| 深圳属于什么气候| 阴阳代表什么数字| vans是什么牌子| 萌萌哒是什么意思| 北京是什么省| 三个女人一台戏什么意思| peace是什么牌子| 指甲盖上有竖纹是什么原因| 日加军念什么| 每天吃一个鸡蛋有什么好处| 什么人不能吃马齿苋| 什么时候减肥效果最快最好| 平添的近义词是什么| 强调是什么意思| 喝酒不能吃什么水果| 一天吃一个苹果有什么好处| 好运连绵是什么意思| 现在是什么季节| 什么颜色加什么颜色等于黑色| 医生为什么会建议竖切| 2003年什么年| 中耳炎吃什么| 血糖高吃什么药最好| 人为什么要吃饭| 内分泌是什么| 吃什么解油腻| 吃什么止血| 二代身份证是什么意思| 开理疗店需要什么证件| 什么属相不能带狗牙| 属狗什么命| 月经腰疼是什么原因引起的| 老人手抖是什么原因| 盐酸哌替啶是什么药| 非淋菌性尿道炎吃什么药最好| 衬衫配什么裤子好看| 什么是家庭| 洋葱炒什么好吃| 甲状腺吃什么药| 女上位什么意思| 变蛋吃多了有什么危害| 空调开除湿有什么作用| 甲状腺结节有什么症状表现| 酸碱度是什么意思| 信五行属什么| 取鱼刺挂什么科室| 萎缩性胃炎吃什么水果好| 手指关节疼痛是什么原因| 硬水是什么| 热络是什么意思| 电镀是做什么的| 工资5k是什么意思| 合肥有什么好玩的地方| 749局是什么| 什么叫肺结节| 言音读什么| 胃气上逆吃什么药| 百度

约3000名民俗技艺团体人士台北纪念台湾光复71周年

百度 剑桥大学也建立了一个创新体系,既鼓励科学家与企业合作、从企业需求的角度进行创新,又鼓励研究者在学术以外,自主从实务领域挖掘更多获得资金的渠道,在剑桥打造出务实创新的氛围。

Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., the x, y, and z axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, with dimetric projection and a 2:1 pixel ratio being the most common. The terms "3/4 perspective", "3/4 view", "2.5D", and "pseudo 3D" are also sometimes used, although these terms can bear slightly different meanings in other contexts.

Pac-Mania is a spin-off of Pac-Man that uses isometric graphics.

Once common, isometric projection became less so with the advent of more powerful 3D graphics systems, and as video games began to focus more on action and individual characters.[1] However, video games using isometric projection—especially computer role-playing games—have seen a resurgence in recent years within the indie gaming scene.[1][2]

Overview

edit

Advantages

edit
Corresponding 3D camera rotation angles for true isometric projection (at left) and the form of dimetric projection commonly found in video games and pixel art (at right).[3] The expression arctan(sin(45°)) is equal to ≈35.264°.
True isometric drawing of a cube. Note the 120° angles separating the x, y and z axes, as well as the equal lengths of each of the cube's edges. The expression arctan(sin(≈35.264°)) or arctan(sin(arctan(sin(45°)))) is equal to 30° and forms a pixel ratio of ≈1.732:1.
The form of dimetric projection commonly used in video games and pixel art. Only two of the angles separating the x, y and z axes are the same, and only some of the lengths of the cube's edges are equal. The expression arctan(sin(30°)) is equal to ≈26.565° and forms a 2:1 pixel ratio.

A well-executed isometric system should never have the player thinking about the camera. You should be able to quickly and intuitively move the view to what you need to look at and never consider the camera mechanics. Trying to run a full-3D camera while playing out a real-time tactical battle is certain to cause a helmet fire in new players as they are quickly overwhelmed by the mechanics.

Trent Oster, co-founder of BioWare and founder of Beamdog[1]

In video game development and pixel art, the technique has become popular because of the ease with which 2D sprite- and tile-based graphics can be made to represent 3D gaming environments. Because parallel projected objects do not change in size as they move about an area, there is no need for the computer to scale sprites or do the complex calculations necessary to simulate visual perspective. This allowed 8-bit and 16-bit game systems (and, more recently, handheld and mobile systems) to portray large game areas quickly and easily. And, while the depth confusion problems of parallel projection can sometimes be a problem, good game and level design can alleviate this.

Though not limited strictly to isometric video game graphics, pre-rendered 2D graphics can possess a higher fidelity and use more advanced graphical techniques than may be possible on commonly available computer hardware, even with 3D hardware acceleration.[4] Similarly to modern CGI used in motion pictures, graphics can be rendered one time on a powerful super computer or render farm, and then displayed many times on less powerful consumer hardware, such as on television sets, tablet computers and smartphones. This means that static pre-rendered isometric graphics often look better compared to their contemporary real-time-rendered counterparts, and may age better over time compared to their peers.[2] However, this advantage may be less pronounced today than it was in the past, as developments in graphical technology equalize or produce diminishing returns, and current levels of graphical fidelity become "good enough" for many people.[citation needed]

There are also gameplay advantages to using an isometric or near-isometric perspective in video games. For instance, compared to a purely top-down game, they add a third dimension, opening up new avenues for aiming and platforming.[1] Compared to a first- or third-person video game, they allow a player to more easily field and control a large number of units, such as a full party of characters in a computer role-playing game, or an army of minions in a real-time strategy game.[1] Further, they may alleviate situations where a player may become distracted from a game's core mechanics by having to constantly manage an unwieldy 3D camera.[1] I.e., the player can focus on playing the game itself, and not on manipulating the game's camera.[1]

In the present day, rather than being purely a source of nostalgia, the revival of isometric projection is the result tangible design benefits.[1]

Disadvantages

edit

Some disadvantages of pre-rendered isometric graphics are that, as display resolutions and display aspect ratios continue to evolve, static 2D images need to be re-rendered each time in order to keep pace, or potentially suffer from the effects of pixelation and require anti-aliasing. Re-rendering a game's graphics is not always possible, however; as was the case in 2012, when Beamdog remade BioWare's Baldur's Gate (1998). Beamdog were lacking the original developers' creative art assets (the original data was lost in a flood[5]) and opted for simple 2D graphics scaling with "smoothing", without re-rendering the game's sprites. The results were a certain "fuzziness", or lack of "crispness", compared to the original game's graphics.[citation needed] This does not affect real-time rendered polygonal isometric video games, however, as changing their display resolutions or aspect ratios is trivial, in comparison.

Differences from "true" isometric projection

edit

The projection commonly used in video games deviates slightly from "true" isometric due to the limitations of raster graphics. Lines in the x and y directions would not follow a neat pixel pattern if drawn in the required 30° to the horizontal. While modern computers can eliminate this problem using anti-aliasing, earlier computer graphics did not support enough colors or possess enough CPU power to accomplish this. Instead, a 2:1 pixel pattern ratio would be used to draw the x and y axis lines, resulting in these axes following a ≈26.565° (arctan(1/2)) angle to the horizontal. (Game systems that do not use square pixels could, however, yield different angles, including "true" isometric.) Therefore, this form of projection is more accurately described as a variation of dimetric projection, since only two of the three angles between the axes are equal to each other, i.e., (≈116.565°, ≈116.565°, ≈126.870°).

History of isometric video games

edit

Some three-dimensional games were released as early as the 1970s, but the first video games to use the distinct visual style of isometric projection in the meaning described above were arcade games in the early 1980s.

1980s

edit

The use of isometric graphics in video games began with Data East's arcade game Treasure Island,[6] released in Japan in September 1981,[7] but it was not released internationally until June 1982.[8] The first isometric game to be released internationally was Sega's Zaxxon, which was significantly more popular and influential;[9][10] it was released in Japan in December 1981[11] and internationally in April 1982.[8] Zaxxon is an isometric shooter where the player flies a space plane through scrolling levels. It is also one of the first video games to display shadows.[9]

Another early isometric game is Q*bert.[12] Warren Davis and Jeff Lee began programming the concept around April 1982. The game's production began in the summer and then released in October or November 1982.[13] Q*bert shows a static pyramid in an isometric perspective, with the player controlling a character which can jump around on the pyramid.[9]

In February 1983,[8] the isometric platform game arcade game Congo Bongo was released, running on the same hardware as Zaxxon.[14] It allows the player character to traverse non-scrolling isometric levels, including three-dimensional climbing and falling. The same is possible in the arcade title Marble Madness, released in 1984.

2D (at left) and 3D (at right) coordinates of a typical dimetric video game sprite

In 1983, isometric games were no longer exclusive to the arcade market and also entered home computers, with the release of Blue Max for the Atari 8-bit computers and Ant Attack for the ZX Spectrum. In Ant Attack, the player can move forward in any direction of the scrolling game, offering complete free movement rather than fixed to one axis as with Zaxxon. The views can also be changed around a 90 degrees axis.[15] The ZX Spectrum magazine, Crash, consequently awarded it 100% in the graphics category for this new technique, known as "Soft Solid 3-D".[16]

A year later, the ZX Spectrum game Knight Lore was released. It was generally regarded as a revolutionary title[17] that defined the subsequent genre of isometric adventure games.[18] Following Knight Lore, many isometric titles were seen on home computers – to an extent that it once was regarded as being the second most cloned piece of software after WordStar, according to researcher Jan Krikke.[19] Other examples out of those were Highway Encounter (1985), Batman (1986), Head Over Heels (1987)[20] and La Abadía del Crimen (1987).

Isometric perspective was not limited to action and adventure games. For example, the 1989 strategy game Populous uses isometric perspective.

1990s

edit
A television set drawn in near-isometric 2:1 pixel art (enlarged to show the pixel structure)[21]
3D rendering mimicking the video game Fallout's use of trimetric projection and a hexagonal grid

Throughout the 1990s, a number of successful computer games used a fixed isometric perspective, such as A-Train III (1990), Syndicate (1993), SimCity 2000 (1994), Civilization II (1996), X-COM (1994), and Diablo (1996). But with the advent of 3D acceleration on personal computers and gaming consoles, games previously using a 2D perspective generally started switching to true 3D (and perspective projection) instead. This can be seen in the successors to the above games: for instance SimCity (2013), Civilization VI (2016), XCOM: Enemy Unknown (2012) and Diablo III (2012) all use 3D polygonal graphics; and while Diablo II (2000) used fixed-perspective 2D perspective like its predecessor, it optionally allowed for perspective scaling of the sprites in the distance to lend it a "pseudo-3D" appearance.[22]

Also during the 1990s, isometric graphics began being used for Japanese role-playing video games (JRPGs) on console systems, particularly tactical role-playing games, many of which still use isometric graphics today. Examples include Front Mission (1995), Tactics Ogre (1995) and Final Fantasy Tactics (1997)—the latter of which used 3D graphics to create an environment where the player could freely rotate the camera. Other titles such as Vandal Hearts (1996) and Breath of Fire III (1997) carefully emulated an isometric or parallel view, but actually used perspective projection.

Isometric, or similar, perspectives become popular in role-playing video games, such as Fallout and Baldur's Gate. In some cases, these role-playing games became defined by their isometric perspective, which allows larger scale battles.[1]

2010s

edit

Isometric projection has seen continued relevance in the new millennium with the release of several newly-crowdfunded role-playing games on Kickstarter.[1] These include the Shadowrun Returns series (2013–2015) by Harebrained Schemes; the Pillars of Eternity series (2015–2018) and Tyranny (2016) by Obsidian Entertainment; and Torment: Tides of Numenera (2017) by inXile Entertainment.[citation needed] Both Obsidian Entertainment and inXile Entertainment have employed, or were founded by, former members of Black Isle Studios and Interplay Entertainment. Obsidian Entertainment in particular wanted to "bring back the look and feel of the Infinity Engine games like Baldur's Gate, Icewind Dale, and Planescape: Torment".[1] Lastly, several pseudo-isometric 3D RPGs, such as Divinity: Original Sin (2014), Wasteland 2 (2014) and Dead State (2014), have been crowdfunded using Kickstarter. These titles differ from the above games, however, in that they use perspective projection instead of parallel projection.[citation needed]

edit
 
Comparison of several types of graphical projection. Among 3/4 views, the presence of one or more 90° principal angles is often a good indicator that the perspective used is oblique projection.

The term "isometric perspective" is frequently misapplied to any game with an—usually fixed—angled, overhead view that appears at first to be "isometric". These include the aforementioned dimetrically projected video games; games that use trimetric projection, such as Fallout (1997)[23] and SimCity 4 (2003);[24] games that use oblique projection, such as Ultima Online (1997)[25] and Divine Divinity (2002);[26] and games that use a combination of perspective projection and a bird's eye view, such as Silent Storm (2003),[27] Torchlight (2009)[28] and Divinity: Original Sin (2014).[29]

Also, not all "isometric" video games rely solely on pre-rendered 2D sprites. There are, for instance, titles which use polygonal 3D graphics completely, but render their graphics using parallel projection instead of perspective projection, such as Syndicate Wars (1996), Dungeon Keeper (1997) and Depths of Peril (2007); games which use a combination of pre-rendered 2D backgrounds and real-time rendered 3D character models, such as The Temple of Elemental Evil (2003) and Torment: Tides of Numenera (2017); and games which combine real-time rendered 3D backgrounds with hand-drawn 2D character sprites, such as Final Fantasy Tactics (1997) and Disgaea: Hour of Darkness (2003).

One advantage of top-down oblique projection over other near-isometric perspectives, is that objects fit more snugly within non-overlapping square graphical tiles, thereby potentially eliminating the need for an additional Z-order in calculations, and requiring fewer pixels.

Mapping screen to world coordinates

edit
 
Finding world coordinates

One of the most common problems with programming games that use isometric (or more likely dimetric) projections is the ability to map between events that happen on the 2D plane of the screen and the actual location in the isometric space, called world space. A common example is picking the tile that lies right under the cursor when a user clicks. One such method is using the same rotation matrices that originally produced the isometric view in reverse to turn a point in screen coordinates into a point that would lie on the game board surface before it was rotated. Then, the world x and y values can be calculated by dividing by the tile width and height.

Another way that is less computationally intensive and can have good results if the method is called on every frame, rests on the assumption that a square board was rotated by 45 degrees and then squashed to be half its original height. A virtual grid is overlaid on the projection as shown on the diagram, with axes virtual-x and virtual-y. Clicking any tile on the central axis of the board where (x, y) = (tileMapWidth / 2, y), will produce the same tile value for both world-x and world-y which in this example is 3 (0 indexed). Selecting the tile that lies one position on the right on the virtual grid, actually moves one tile less on the world-y and one tile more on the world-x. This is the formula that calculates world-x by taking the virtual-y and adding the virtual-x from the center of the board. Likewise world-y is calculated by taking virtual-y and subtracting virtual-x. These calculations measure from the central axis, as shown, so the results must be translated by half the board. For example, in the C programming language:

float virtualTileX = screenx / virtualTileWidth;
float virtualTileY = screeny / virtualTileHeight;

// some display systems have their origin at the bottom left while the tile map at the top left, so we need to reverse y
float inverseTileY = numberOfTilesInY - virtualTileY;

float isoTileX = inverseTileY + (virtualTileX - numberOfTilesInX / 2);
float isoTileY = inverseTileY - (virtualTileX - numberOfTilesInY / 2);

This method might seem counter intuitive at first since the coordinates of a virtual grid are taken, rather than the original isometric world, and there is no one-to-one correspondence between virtual tiles and isometric tiles. A tile on the grid will contain more than one isometric tile, and depending on where it is clicked it should map to different coordinates. The key in this method is that the virtual coordinates are floating point numbers rather than integers. A virtual-x and y value can be (3.5, 3.5) which means the center of the third tile. In the diagram on the left, this falls in the third tile on the y in detail. When the virtual-x and y must add up to 4, the world x will also be 4.

Examples

edit

Dimetric projection

edit

Oblique projection

edit

Perspective projection

edit

See also

edit

References

edit
  1. ^ a b c d e f g h i j k Signor, Jeremy (2025-08-06). "Retronauts: The Continued Relevance of Isometric Games". usgamer.net. Gamer Network. Archived from the original on 2025-08-06. Retrieved 2025-08-06.
  2. ^ a b Vas, Gergo (2025-08-06). "The Best-Looking Isometric Games". kotaku.com. Gizmodo Media Group. Retrieved 2025-08-06.
  3. ^ Note: the blue vectors point towards the camera positions. The red arcs represent the rotations around the horizontal and vertical axes. The white boxes match the ones shown in the images at the top of the article. Notice how in the left image the camera vector passes through the two opposing vertices of the cube.
  4. ^ Vas, Gergo (2025-08-06). "Video Games With The Most Memorable Pre-Rendered Backgrounds". Kotaku.com. Gizmodo Media Group. Retrieved 2025-08-06.
  5. ^ Grayson, Nathan (2025-08-06). "The Struggle To Bring Back Baldur's Gate After 17 Years". Kotaku.com. Gizmodo Media Group. Retrieved 2025-08-06. It was a big challenge because all of the Baldur's Gate original assets like the 3D models that make up these sprites, the 3D models for the levels in the original game, these archives were lost.
  6. ^ Treasure Island at the Killer List of Videogames
  7. ^ "Treasure Island (Registration Number PA0000187784)". United States Copyright Office. Retrieved 5 May 2021.
  8. ^ a b c Akagi, Masumi (October 13, 2006). アーケードTVゲームリスト国内?海外編(1971-2005) [Arcade TV Game List: Domestic ? Overseas Edition (1971-2005)] (in Japanese). Japan: Amusement News Agency. pp. 35, 115, 131. ISBN 978-4990251215.
  9. ^ a b c Perron, Bernard; Wolf, Mark J. P. (12 November 2008). The Video Game Theory Reader 2. Taylor & Francis. p. 158. ISBN 978-0-415-96282-7. Retrieved 13 November 2022.
  10. ^ Zaxxon at the Killer List of Videogames
  11. ^ "Zaxxon (Registration Number PA0000135301)". United States Copyright Office. Retrieved 5 May 2021.
  12. ^ Q*bert at the Killer List of Videogames
  13. ^ Davis, Warren. "The Creation of Q*Bert". Coinop.org. Retrieved 26 September 2011.
  14. ^ Congo Bongo at the Killer List of Videogames
  15. ^ "Sculptin the new shape of Spectrum games". Sinclair User (21). December 1983. Retrieved 2025-08-06.
  16. ^ "Soft Solid 3D Ant Attack". CRASH (1). February 1984. Retrieved 2025-08-06.
  17. ^ "Ultimate Play the Game – Company Lookback". Retro Micro Games Action – The Best of gamesTM Retro Volume 1. Highbury Entertainment. 2006. p. 25.
  18. ^ Steven Collins. "Game Graphics During the 8-bit Computer Era". Computer Graphics Newsletters. SIGGRAPH. Archived from the original on 2025-08-06. Retrieved 2025-08-06.
  19. ^ Krikke, J. (July–August 2000). "Axonometry: a matter of perspective". IEEE Computer Graphics and Applications. 20 (4): 7–11. doi:10.1109/38.851742. "Knight Lore was said to be the second most cloned piece of software after the word- processing program Word Star."
  20. ^ "Looking for an old angle". CRASH (51). April 1988. Retrieved 2025-08-06.
  21. ^ Note: The 2:1 pixel pattern in the near-isometric image allows smoother lines than in the isometric one.
  22. ^ "Diablo II Nears Completion As Blizzard Prepares For Final Phase Of Beta Testing". FindArticles. BNET Business Network. Marketwire. May 2000. Archived from the original on 2025-08-06. Retrieved 2025-08-06.
  23. ^ Green, Jeff (2025-08-06). "GameSpot Preview: Arcanum". GameSpot. CNET Networks, Inc. Retrieved 2025-08-06.
  24. ^ Butts, Steve (2025-08-06). "SimCity 4: Rush Hour Preview". IGN PC. IGN Entertainment, Inc. Archived from the original on September 20, 2003. Retrieved 2025-08-06.
  25. ^ Greely, Dave; Ben Sawyer (2025-08-06). "Has Origin Created the First True Online Game World?". Gamasutra. CMP Media LLC. Retrieved 2025-08-06.
  26. ^ Walker, Trey (2025-08-06). "Divine Divinity goes gold". GameSpot. CBS Interactive. Retrieved 2025-08-06.
  27. ^ O'Hagan, Steve (2025-08-06). "PC Previews: Silent Storm". ComputerAndVideoGames.com. Future Publishing Limited. Retrieved 2025-08-06.
  28. ^ McDougall, Jaz (November 4, 2009). "Torchlight Review". Games Radar. Retrieved 2025-08-06.
  29. ^ Hamilton, Kirk (2025-08-06). "I'm Glad They're Still Making Games Like Divinity: Original Sin". Kotaku. Gizmodo Media Group. Retrieved 2025-08-06.
edit
丹青是什么 咨询什么意思 缅怀是什么意思 非球面镜片是什么意思 公费医疗什么意思
子宫破裂有什么危险 尿酸高吃什么药最好 磨蹭是什么意思 来月经前胸胀痛什么原因 衣服发黄是什么原因
led灯是什么 叶酸有什么作用 液体套是什么 怀孕两个月出血是什么原因 六艺是什么
dna是什么 拉肚子发烧是什么原因 蓝黑色是什么颜色 膝盖跪着疼是什么原因 软科是什么意思
5月26日是什么星座hcv7jop4ns5r.cn 栀子有什么作用与功效hcv9jop7ns0r.cn 血小板低是什么原因造成的hcv7jop6ns8r.cn 白天不懂夜的黑什么意思hcv8jop0ns3r.cn 不来姨妈挂什么科hcv9jop2ns8r.cn
色斑是什么原因引起的hcv9jop6ns1r.cn 什么是植物神经hcv8jop8ns5r.cn 刘的五行属什么hcv8jop3ns8r.cn 蓝营绿营什么意思hcv7jop9ns6r.cn 经常腿麻是什么原因luyiluode.com
北京佑安医院擅长什么hcv8jop7ns4r.cn 月柱金舆是什么意思hcv9jop5ns8r.cn 每天吃三颗红枣有什么好处hcv9jop7ns3r.cn 非营运车辆是什么意思hcv8jop6ns6r.cn 去肝火喝什么茶效果最好hcv7jop5ns2r.cn
琼瑶是什么意思zsyouku.com 便宜的反义词是什么hcv8jop5ns9r.cn 脑梗挂什么科hcv8jop1ns2r.cn 人体缺钾是什么原因引起的hcv9jop5ns1r.cn 叶公好龙是什么生肖hcv7jop6ns9r.cn
百度