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Positioning of game objects in the POE

unity positioning isometry

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3 replies to this topic

#1
MRBazilevs

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thank Google translator!

I apologize in advance for the poor knowledge of the English language.

I created this topic in order to get advice.
Now I'm doing a thesis which is developing the game on UNITY. in search of information I came across a development diary "Pillars of Eternity Update 79: Graphics and Rendering". I realized that I am not familiar with the necessary technical part of this great game and wanted know how they make this(if can). How developers make positioning of object on 2D background, so character can move behind other object's like home or tree(but in video clearly see purple road, what character use for moving)



#2
Xaratas

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The game have different layers.

It has the map, the navmesh, the players, the moveable parts (doors and such), and the lightning.

 

I do not know what else goes into the rendering.



#3
MRBazilevs

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then scenes backdrop is still not a monolithic set of different objects? On the screenshots embedded in the message I tried to identify incomprehensible details

14225f37d2be6ff9f60b76f0c6bb2141.png
e34553194ed7f2453d2a2d836a41cfd0.png



#4
Xaratas

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The whole Background is one rendered image. I got tuched up to look nicer, and got a few animated elements, namly the fx_fireflys in your pictures.

The big animated grass landscapes got cut, i think they trashed the performance completely.

The pink surface is the nav mesh, and its mostly not drawn to best accuracy. But for how exactly they retained the depth / order of the flattened objects a developer should answer.







Also tagged with one or more of these keywords: unity, positioning, isometry

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