Cameras, Pythagoras and faking it
A decision every game developer must face at one point or another is which camera angle to use in their game. Even in the case of 2D games, developers will have to choose between different perspectives (top-down, side-scrolling, isometric, etc.), but this is particularly true for 3D games. Since Okhlos takes place in a 3D environment our … Continue reading Cameras, Pythagoras and faking it
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