2:1 Aspect Ratio

This is a discussion on 2:1 Aspect Ratio within the Game Programming forums, part of the General Programming Boards category; I was looking into writing an isometric 2D engine, and noticed a lot of places said to do tiles in ...

  1. #1
    pwns nooblars
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    2:1 Aspect Ratio

    I was looking into writing an isometric 2D engine, and noticed a lot of places said to do tiles in 32x15 because of the 2:1 aspect ratio. My question is why is that the standard? Most computer monitors display in 4:3 aspect ratio. I just want some clairfication before working on drawing any of the tiles.

  2. #2
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    screen = 640x480
    isometric tiles = 32x15
    640/32 = 20
    480/16 = 32

    It means the ratio of the tiles. As long as the tiles fit the screen width and height you should be ok. I don't know what else to say, I thought it was pretty simple to understand.
    Last edited by sand_man; 02-07-2006 at 05:38 AM.

  3. #3
    pwns nooblars
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    I understood that it is the ratio of the tiles, my question is why do guides and what not use that as a standard ratio for the tiles?

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    Well you can use whatever ratio you like as long as it fits the screen.

    eg.
    tiles = 33x11
    640/33 = 19.39 *doesn't fit
    480/11 = 43.63 *doesn' fit

    2:1 or 32x15 or even 32x16 is just easier. unless you want larger tiles you can use 64x30 or 64x32. Whatever you like.

  5. #5
    Peace
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    Quote Originally Posted by sand_man
    Well you can use whatever ratio you like as long as it fits the screen.
    Thats not neccesary, really. The tiles can be clipped anywhere they meet screen boundaries; Something you'll have to implement at least by halves anyways, and in full if you desire per-pixel scrolling of the terrain (likely).

    Personally i'd use something close to a power of 2 so you don't waste space on your tile textures (if you're using DirectX that is).
    "There's always another way"
    -lightatdawn (lightatdawn.cprogramming.com)

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    Oh yeah, I didn't think about scrolling.
    Well there you go

  7. #7
    pwns nooblars
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    So far I am using SDL, but hope to move to trying OpenGL and DirectX within the next couple weeks. I want to build my isometric engine in SDL first, so I know the basics as to how it will work. Then I can go back and learn OpenGL or DirectX (need to research more into both to see what I want to go with, would there be any reason to go with one or the other when making a game with a FF Tactics style combat system?) my tiles are 60x29 right now, but could be expanded, I am thinking I will move up to 64x32 since those are powers of 2 and LightAtDawn recommended that.

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