Game developer’s guide to graphical projections (with video game examples), Part 2: Multiview
<p><em>In this series we’re learning how to draw 3D objects onto 2D surfaces, a process known as graphical projection. If you have no idea what I’m talking about, you should read </em><a href="https://medium.com/retronator-magazine/game-developers-guide-to-graphical-projections-with-video-game-examples-part-1-introduction-aa3d051c137d" rel="noopener"><em>Part 1: Introduction</em></a><em>.</em></p>
<p>Here’s the big picture:</p>
<p><img alt="" src="https://miro.medium.com/v2/resize:fit:1000/1*0A_RP-C8958xc5YpaGWz2A.png" style="height:563px; width:1000px" /></p>
<p>Today we’ll look at the bottom-left corner, top and side view, which form multiview orthographic projections.</p>
<h1>Multiview</h1>
<p>The name multiview comes from technical drawing, where we’re describing an object from multiple viewpoints, usually for design or construction/manufacturing purposes.</p>
<p><a href="https://medium.com/retronator-magazine/game-developers-guide-to-graphical-projections-with-video-game-examples-part-2-multiview-8e9ad7d9e32f"><strong>Visit Now</strong></a></p>