... but as you can see, as the sprites are made for a diagonal camera perspective, and the objects are being rotated around the player in a full circular path, the objects overlap/drift apart. I guess there is no way to use sprites as environment? Or am I overseeing something?
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Normally when I rotate in 3D, I give the objects a "world" xyz and then I rotate that isometrically using trigonometry: for floor rotation only: screen X = xcos(hrot) + ysin(hrot) screen Y = (xsin(hrot) - ycos(hrot)) - z
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Thanks, i considered something like that, but then I thought that too many objects with trigonometric operations would be too performance heavy, but I'll definitely look into your project and try this!
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