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But it gets worse, because the user can choose between six different
angles for the isometric view. To get it really right we need six
different images.
That works because the existing
terrain images don't really have much direction - they're basically
textures and look the same whether North is the right place or not.
If we're going to use satellite imagery, first we have the issue of rotating the clipped-out hexagons by 30 degrees to make them appear points-to-the-side, and then we're faced with the issue of rotating them into six different orientations as the view rotates, because the "North = 30 degrees counterclockwise of up" assumption only holds in one of the six orientations. If we have to precalculate all this we multiply the loading time for these terrain images by seven, not to mention the memory requirements and API/data structure issues, and I'm already concerned that the sheer number of terrain images is going to be too much just with loading top-down satellite imagery.
Possibly the easiest thing to do is just disable satellite imagery when in isometric mode, and demand that the game designer provide some reasonable default terrain images for use in isometric views. Thoughts?
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