Game developer’s guide to graphical projections (with video game examples), Part 2: Multiview

<p><em>In this series we&rsquo;re learning how to draw 3D objects onto 2D surfaces, a process known as graphical projection. If you have no idea what I&rsquo;m talking about, you should read&nbsp;</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&rsquo;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&rsquo;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&rsquo;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>