@eniko kinda wish someone had pointed it out to them like a decade ago because I suspect it would have been easier for them to fix early on in the project. I’m wondering if I should submit a bug report or not.
@tml@eniko technically this is not the isometric projection, as not all axes have been shortened by the same ratio.
If I understand correctly, the true length of a side of the square is 32√2, and you're viewing it from an angle 30° above ground.
That means if this was a cube, its truw height would be 32√2, but it'd be at 60° angle to the projection lines, so its projected length would be 32√2 * 0.5√3 = 16√6 = 64 * (√6)/4 =~ 64 * 0.612 so it checks out
@wolf480pl@tml@eniko technically it's a dimetric projection, but in videogame terms people will colloquially refer to anything with a W > H rhombus grid as an "isometric" view, and W = 2H is conveniently easy to tesselate along pixel boundaries as the boundary lines are a constant 2-step. So that's what "isometric" means now in videogame terms.
@wolf480pl@tml@eniko but true isometric does have the awkward property of the left-side image where a 1-unit-tall block has its top tile line up exactly with a tile one unit down but directly behind it, so it's also sometimes arranged that way with 2:1 faux-isometric graphics... which - as the top image states - looks wrong, because those aren't actually 1:1:1 unit-cube proportions in this particular dimetric projection.
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