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Chapter 8. The Isometric Worldview > A Technical Look at Isometrics

A Technical Look at Isometrics

In this section we'll take a different look at isometrics. We'll discuss everything you need to know in order to place objects in an isometric world and to map them back to the computer screen.

The Orientation of the Isometric World

Before moving forward, we need to look at the Flash coordinate system in a new way. Up to this point in the book we have been seeing the coordinate system as two-dimensional; that is, having an x-axis and a y-axis. Flash does not have a z-axis, but if it did, the positive end would extend out past the back of the computer screen.


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