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	<title>explorers' club &#187; fun stuff</title>
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		<title>explorers' club &#187; fun stuff</title>
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		<item>
		<title>Old School Trigonometry Tricks &amp; Tips</title>
		<link>http://jwopitz.wordpress.com/2009/01/18/old-school-trigonometry-tricks-tips/</link>
		<comments>http://jwopitz.wordpress.com/2009/01/18/old-school-trigonometry-tricks-tips/#comments</comments>
		<pubDate>Sun, 18 Jan 2009 05:01:01 +0000</pubDate>
		<dc:creator>jwopitz</dc:creator>
				<category><![CDATA[geometry]]></category>
		<category><![CDATA[math]]></category>

		<guid isPermaLink="false">http://jwopitz.wordpress.com/?p=279</guid>
		<description><![CDATA[Note to self:
I was cleaning out some old notebooks and file and found my old TI-83 Graphing Calculator from high school (circa 1994-ish).  Inside its slip cover I found some old sticky notes with my trig tricks and tips.
The trig triangle of choice:
This triangle will be referenced by most of the tips below.

Radians to Degrees [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jwopitz.wordpress.com&blog=506032&post=279&subd=jwopitz&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Note to self:</p>
<p>I was cleaning out some old notebooks and file and found my old TI-83 Graphing Calculator from high school (circa 1994-ish).  Inside its slip cover I found some old sticky notes with my trig tricks and tips.</p>
<h3>The trig triangle of choice:</h3>
<p>This triangle will be referenced by most of the tips below.</p>
<p><img class="alignnone" title="trigTriangle" src="http://upload.wikimedia.org/wikipedia/commons/thumb/8/8e/Triangle_with_notations.svg/682px-Triangle_with_notations.svg.png" alt="" width="452" height="219" /></p>
<h3>Radians to Degrees and back again:</h3>
<ul>
<li>radians = degrees * π / 180</li>
<li>degress = radians * 180 / π</li>
</ul>
<h3>SOH CAH TOA</h3>
<ul>
<li>sin ϴ = opposite / hypotenuse</li>
<li>cos ϴ = adjacent / hypotenuse</li>
<li>tan ϴ = opposite / adjacent</li>
</ul>
<h3>Subdivision of cirle in 30º increments:</h3>
<ul>
<li>30º = π / 6</li>
<li>60º = 2π / 6</li>
<li>90º = 3π / 6</li>
<li>120º = 4π / 6</li>
<li>150º = 5π / 6</li>
<li>180º = π</li>
<li>210º = 7π / 6</li>
<li>240º = 8π / 6</li>
<li>270º = 9π / 6</li>
<li>300º = 10π / 6</li>
<li>330º = 11π / 6</li>
<li>360º = 2π</li>
</ul>
<h3>Subdivision of cirle in 45º increments:</h3>
<ul>
<li>45º = π / 4</li>
<li>90º = 2π / 4</li>
<li>135º = 3π / 4</li>
<li>180º = π</li>
<li>225º = 5π / 4</li>
<li>270º = 6π / 4</li>
<li>315º = 7π / 4</li>
<li>360º = 2π</li>
</ul>
<h3>Cosine constants for common values:</h3>
<ul>
<li>cos 0º = 1</li>
<li>cos 30º = √3 / 2</li>
<li>cos 45º = √2 / 2</li>
<li>cos 60º = 1 / 2</li>
<li>cos 90º = 0</li>
<li>cos 180º = -1</li>
<li>cos 270º = 0</li>
</ul>
<h3>Sine constants for common values:</h3>
<ul>
<li>sin 0º = 0</li>
<li>sin 30º = 1 / 2</li>
<li>sin 45º = √2 / 2</li>
<li>sin 60º = √3 / 2</li>
<li>sin 90º = 1</li>
<li>sin 180º = 0</li>
<li>sin 270º = -1</li>
</ul>
<h3>Tangent constants for common values:</h3>
<ul>
<li>tan 0º = 0</li>
<li>tan 30º = √3 / 3</li>
<li>tan 45º = 1</li>
<li>tan 60º = √3</li>
<li>tan 90º = ∞</li>
<li>tan 180º = 0</li>
<li>tan 270º = ∞</li>
</ul>
<h3>Secant constants for common values:</h3>
<ul>
<li>sec 0º = 1</li>
<li>sec 30º = 2√3 / 3</li>
<li>sec 45º = √2</li>
<li>sec 60º = 2</li>
<li>sec 90º = ∞</li>
<li>sec 180º = -1</li>
<li>sec 270º = ∞</li>
</ul>
<h3>Cosecant constants for common values:</h3>
<ul>
<li>sec 0º = ∞</li>
<li>sec 30º = 2</li>
<li>sec 45º = √2</li>
<li>sec 60º = 2√3 / 3</li>
<li>sec 90º = 1</li>
<li>sec 180º = ∞</li>
<li>sec 270º = -1</li>
</ul>
<h3>Cotangent constants for common values:</h3>
<ul>
<li>sec 0º = ∞</li>
<li>sec 30º = √3</li>
<li>sec 45º = 1</li>
<li>sec 60º = √3 / 3</li>
<li>sec 90º = 0</li>
<li>sec 180º = ∞</li>
<li>sec 270º = 0</li>
</ul>
<h3>Law of Cosines:</h3>
<ul>
<li>a² = b² + c² &#8211; 2bc * cos α</li>
<li>b² = a² + c² &#8211; 2ac * cos β</li>
<li>c² = a² + b² &#8211; 2ab * cos γ</li>
</ul>
<p>&#8230;.formulated to solve for the cosines:</p>
<ul>
<li>cos α = (b² + c² &#8211; a²) / 2bc</li>
<li>cos β = (a² + c² &#8211; b²) / 2ac</li>
<li>cos γ = (a² + b² &#8211; c²) / 2ab</li>
</ul>
<h3>Law of Sines:</h3>
<p>Given a circle with a radius = r circumscribed around a triangle,</p>
<ul>
<li>sin α / a = 2r</li>
<li>sin β / b = 2r</li>
<li>sin γ / c = 2r</li>
</ul>
<h3><strong>and the rest that I couldn&#8217;t make sense of:</strong></h3>
<p>Some inversions of the advanced stuff I never use:</p>
<ul>
<li>arcsec ϴ = arccos (1 / ϴ)</li>
<li>arccsc ϴ = arcsin (1 / ϴ)</li>
</ul>
<p>Some domain, range and quadrant stuff regarding f(x) = y:</p>
<ul>
<li>y = tan^-1 x:
<ul>
<li>Domain: all real numbers</li>
<li>Range: -π / 2 &#8211; π / 2</li>
<li>Quadrants: I, IV</li>
</ul>
</li>
<li>y = cot^-1 x:
<ul>
<li>Domain: all real numbers</li>
<li>Range: 0 &#8211; π</li>
<li>Quadrants: I, II</li>
</ul>
</li>
<li>y = sec^-1 x:
<ul>
<li>Domain: x ≥ 1, x ≤ -1</li>
<li>Range: 0 &#8211; π</li>
<li>Quadrants: I, II</li>
</ul>
</li>
<li>y = csc^-1 x:
<ul>
<li>Domain: x ≥ 1, x ≤ -1</li>
<li>Range: -π / 2 &#8211; π / 2</li>
<li>Quadrants: I, IV</li>
</ul>
</li>
</ul>
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	</item>
		<item>
		<title>as3isolib blog up and running</title>
		<link>http://jwopitz.wordpress.com/2009/01/10/as3isolib-blog-up-and-running/</link>
		<comments>http://jwopitz.wordpress.com/2009/01/10/as3isolib-blog-up-and-running/#comments</comments>
		<pubDate>Sat, 10 Jan 2009 16:29:09 +0000</pubDate>
		<dc:creator>jwopitz</dc:creator>
				<category><![CDATA[actionScript]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[flex]]></category>
		<category><![CDATA[fun stuff]]></category>
		<category><![CDATA[gaming]]></category>
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		<category><![CDATA[isolib]]></category>
		<category><![CDATA[math]]></category>
		<category><![CDATA[projects]]></category>

		<guid isPermaLink="false">http://jwopitz.wordpress.com/?p=277</guid>
		<description><![CDATA[I have used this blog to post most of the updates regarding the as3isolib.  I recently got another blog just for it now.  So any future updates will be posted there, not here.
http://as3isolib.wordpress.com/
       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jwopitz.wordpress.com&blog=506032&post=277&subd=jwopitz&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>I have used this blog to post most of the updates regarding the as3isolib.  I recently got another blog just for it now.  So any future updates will be posted there, not here.</p>
<p style="padding-left:30px;"><a href="http://as3isolib.wordpress.com/" target="_self">http://as3isolib.wordpress.com/</a></p>
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			<media:title type="html">j</media:title>
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	</item>
		<item>
		<title>Bitmap Fills oriented for Isometric Projection</title>
		<link>http://jwopitz.wordpress.com/2008/12/04/bitmap-fills-oriented-for-isometric-projection/</link>
		<comments>http://jwopitz.wordpress.com/2008/12/04/bitmap-fills-oriented-for-isometric-projection/#comments</comments>
		<pubDate>Thu, 04 Dec 2008 20:33:15 +0000</pubDate>
		<dc:creator>jwopitz</dc:creator>
				<category><![CDATA[actionScript]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[fun stuff]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[math]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[isometric]]></category>

		<guid isPermaLink="false">http://jwopitz.wordpress.com/?p=267</guid>
		<description><![CDATA[Notes to self&#8230;
Given an image suitable for use as a bitmap fill, certain matrix transformations need to be done in order to orient the image to the xy, xz, and yz planes in the xyz octant.  Assume the following octant orientations:

Here are the following matrix tranformations:

XY plane orientation &#8211; this is the equivalent to rotating [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jwopitz.wordpress.com&blog=506032&post=267&subd=jwopitz&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Notes to self&#8230;</p>
<p>Given an image suitable for use as a bitmap fill, certain matrix transformations need to be done in order to orient the image to the xy, xz, and yz planes in the xyz octant.  Assume the following octant orientations:</p>
<p><a href="http://jwopitz.files.wordpress.com/2007/03/myiso.jpg"><img class="alignnone size-full wp-image-22" title="myIso" src="http://jwopitz.files.wordpress.com/2007/03/myiso.jpg?w=294&#038;h=168" alt="myIso" width="294" height="168" /></a></p>
<p>Here are the following matrix tranformations:</p>
<ul>
<li><strong>XY plane</strong> orientation &#8211; this is the equivalent to rotating the image by 45º and then reducing the height by half the original scale.<br />
<blockquote><p><code>var m:Matrix = new Matrix();<br />
m.rotate(Math.PI / 4);<br />
var m2:Matrix = new Matrix();<br />
m2.scale(1, 0.5);<br />
m.concat(m2);</code></p></blockquote>
</li>
<li><strong>XZ plane</strong> orientation &#8211; this is simply skewing the image in the flash-based coordinate system along the  y axis.  Since most isometric projections (including the as3isolib) use a 2:1 ratio, we use Math.atan(0.5) rather than Math.PI / 6.<br />
<blockquote><p><code>var m:Matrix = new Matrix();<br />
m.b = Math.atan(0.5);</code></p></blockquote>
</li>
<li><strong>YZ plane</strong> orientation &#8211; same as the XZ plane however we use the skew value * -1;<br />
<blockquote><p><code>var m:Matrix = new Matrix();<br />
m.b = Math.atan(-0.5);</code></p></blockquote>
</li>
</ul>
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			<media:title type="html">myIso</media:title>
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	</item>
		<item>
		<title>as3isolib tutorial added &#8211; as3isolib flex integration</title>
		<link>http://jwopitz.wordpress.com/2008/11/04/as3isolib-tutorial-added-as3isolib-flex-integration/</link>
		<comments>http://jwopitz.wordpress.com/2008/11/04/as3isolib-tutorial-added-as3isolib-flex-integration/#comments</comments>
		<pubDate>Tue, 04 Nov 2008 05:51:52 +0000</pubDate>
		<dc:creator>jwopitz</dc:creator>
				<category><![CDATA[actionScript]]></category>
		<category><![CDATA[client side]]></category>
		<category><![CDATA[components]]></category>
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		<category><![CDATA[flex]]></category>
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		<guid isPermaLink="false">http://jwopitz.wordpress.com/?p=259</guid>
		<description><![CDATA[The title sums it up &#8211; link
       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jwopitz.wordpress.com&blog=506032&post=259&subd=jwopitz&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>The title sums it up &#8211; <a href="http://code.google.com/p/as3isolib/wiki/as3isolib_tutorial_008" target="_blank"><strong><span style="text-decoration:underline;">link</span></strong></a></p>
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		<title>as3isolib alpha 2008.11.03 new build released</title>
		<link>http://jwopitz.wordpress.com/2008/11/03/as3isolib-alpha-20081103-new-build-released/</link>
		<comments>http://jwopitz.wordpress.com/2008/11/03/as3isolib-alpha-20081103-new-build-released/#comments</comments>
		<pubDate>Mon, 03 Nov 2008 23:11:48 +0000</pubDate>
		<dc:creator>jwopitz</dc:creator>
				<category><![CDATA[actionScript]]></category>
		<category><![CDATA[client side]]></category>
		<category><![CDATA[components]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[fun stuff]]></category>
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		<guid isPermaLink="false">http://jwopitz.wordpress.com/?p=257</guid>
		<description><![CDATA[This release addresses the issues associated with having a large number of scene items that might reside outside of the viewing area.  Also incorporated includeInLayout implementation for IsoContainer objects and renamed a few classes/APIs.
as3isolib home &#8211; link
as3isolib 2008.11.03 build &#8211; link
       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jwopitz.wordpress.com&blog=506032&post=257&subd=jwopitz&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>This release addresses the issues associated with having a large number of scene items that might reside outside of the viewing area.  Also incorporated includeInLayout implementation for IsoContainer objects and renamed a few classes/APIs.</p>
<p>as3isolib home &#8211; <a href="http://as3isolib.googlecode.com/" target="_blank"><span style="text-decoration:underline;"><strong>link</strong></span></a><br />
as3isolib 2008.11.03 build &#8211; <span style="text-decoration:underline;"><a href="http://as3isolib.googlecode.com/files/as3isolib_200811031738.zip" target="_blank"><strong>link</strong></a></span></p>
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		<title>as3isolib.display.IsoSprite added (w/ tutorial)</title>
		<link>http://jwopitz.wordpress.com/2008/10/06/as3isolibdisplayisosprite-added-w-tutorial/</link>
		<comments>http://jwopitz.wordpress.com/2008/10/06/as3isolibdisplayisosprite-added-w-tutorial/#comments</comments>
		<pubDate>Mon, 06 Oct 2008 18:47:15 +0000</pubDate>
		<dc:creator>jwopitz</dc:creator>
				<category><![CDATA[actionScript]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[fun stuff]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[geometry]]></category>
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		<guid isPermaLink="false">http://jwopitz.wordpress.com/?p=245</guid>
		<description><![CDATA[details as follows:

project home &#8211; link
IsoSprite docs &#8211; link
IsoSprite tutorial &#8211; link

       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jwopitz.wordpress.com&blog=506032&post=245&subd=jwopitz&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>details as follows:</p>
<ul>
<li>project home &#8211; <a href="http://code.google.com/p/as3isolib/">link</a></li>
<li>IsoSprite docs &#8211; <a href="http://as3isolib.googlecode.com/svn/trunk/asdoc/as3isolib/display/IsoSprite.html">link</a></li>
<li>IsoSprite tutorial &#8211; <a href="http://code.google.com/p/as3isolib/wiki/as3isolib_tutorial_004">link</a></li>
</ul>
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		<title>as3isolib alpha released</title>
		<link>http://jwopitz.wordpress.com/2008/10/01/as3isolib-alpha-released/</link>
		<comments>http://jwopitz.wordpress.com/2008/10/01/as3isolib-alpha-released/#comments</comments>
		<pubDate>Wed, 01 Oct 2008 17:28:14 +0000</pubDate>
		<dc:creator>jwopitz</dc:creator>
				<category><![CDATA[actionScript]]></category>
		<category><![CDATA[development]]></category>
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		<category><![CDATA[fun stuff]]></category>
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		<guid isPermaLink="false">http://jwopitz.wordpress.com/?p=240</guid>
		<description><![CDATA[Yep its out there.  Yep its an alpha release which means that APIs, class names and basic project details are subject to change.  This release includes the source files, a SWC and docs.  I also added two of many tutorials to get people started.
as3isolib alpha release &#8211; link
as3isolib Google Code project page &#8211; link
Please feel [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jwopitz.wordpress.com&blog=506032&post=240&subd=jwopitz&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Yep its out there.  Yep its an alpha release which means that APIs, class names and basic project details are <strong>subject to change</strong>.  This release includes the source files, a SWC and docs.  I also added two of many tutorials to get people started.</p>
<p>as3isolib alpha release &#8211; <a href="http://code.google.com/p/as3isolib/downloads/list" target="_blank">link</a><br />
as3isolib Google Code project page &#8211; <a title="as3isolib" href="http://code.google.com/p/as3isolib/" target="_blank">link</a></p>
<p>Please feel free to send me questions, comments, criticisms, death threats, etc.  All input is welcome.</p>
<p>Thanks.<br />
J</p>
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		<title>Absolute Isometric Depth Sorting</title>
		<link>http://jwopitz.wordpress.com/2008/09/03/absolute-isometric-depth-sorting/</link>
		<comments>http://jwopitz.wordpress.com/2008/09/03/absolute-isometric-depth-sorting/#comments</comments>
		<pubDate>Wed, 03 Sep 2008 05:08:16 +0000</pubDate>
		<dc:creator>jwopitz</dc:creator>
				<category><![CDATA[actionScript]]></category>
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		<guid isPermaLink="false">http://jwopitz.wordpress.com/?p=209</guid>
		<description><![CDATA[[update - 20080909]
As I suspected, it was too good to be true.  More testing is necessary, however I feel I am on the right path.
[update - 20080908]
Finally did it!!!  Or at least it appears that I have accomplished my goals through initial testing phases.  I&#8217;ll restate those goals for clarity:

absolute isometric depth sorting &#8211; position [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jwopitz.wordpress.com&blog=506032&post=209&subd=jwopitz&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><strong>[update - 20080909]</strong></p>
<p>As I suspected, it was too good to be true.  More testing is necessary, however I feel I am on the right path.</p>
<p><strong>[update - 20080908]</strong></p>
<p>Finally did it!!!  Or at least it appears that I have accomplished my goals through initial testing phases.  I&#8217;ll restate those goals for clarity:</p>
<ul>
<li>absolute isometric depth sorting &#8211; position &amp; size determine depth without the aid of a tile based system.</li>
<li>objects residing at higher depths are still sorted by their intended visual placement including the possibility of appearing behind objects in the foreground whose heights may extend above the plane of the higher object.</li>
</ul>
<p>Keep in mind this has only been tested against the case found in the previous updates where one object residing on a higher plane is tested against one object residing at a lower plane whose height is above the first object.  Further testing needs to take place in order to ensure this remains solid when multiple object are tested against one another.  Here is a quick rundown of a render phase:</p>
<ul>
<li>container checks children for any size, depth, or geometry invalidation.  If so set a flag for further logic.
<ul>
<li>sort children by the following order:
<ul>
<li>elevation plane</li>
<li>isometric x value</li>
<li>isometric y value</li>
</ul>
</li>
<li>if more than one elevation plane exists (simple check does children[0].z != children[children.length - 1].z), then we do a recursive manual sort by:
<ul>
<li>if A == B, continue</li>
<li>if A is intended to appear behind B (by performing a few simple position/geometry checks) then place B to A&#8217;s index + 1.</li>
<li>repeat loop</li>
</ul>
</li>
<li>set each child&#8217;s depth to their index value within the sorted children.</li>
</ul>
</li>
<li>call render on all children</li>
</ul>
<p><strong>[update - 20080907]</strong></p>
<p>Ok so I made a big breakthrough.  I almost have it, I just need to refine the sorting algorithm just a tad bit more and it will be ready for a new round of testing.  Check out the screen shots (these are actual screen shots of the SWF, whereas the others from the earlier update were done using Sketchup):</p>
<p>The following 3 shots are obviously the good ones.  This test swf is animated with the blue box moving clockwise INSIDE the perimeter of the white boxes area and the orange box moving clockwise OUTSIDE the perimeter of the white boxes area.</p>
<p><a href="http://jwopitz.files.wordpress.com/2008/09/picture-1.png"><img class="alignnone size-full wp-image-226" title="picture-1" src="http://jwopitz.files.wordpress.com/2008/09/picture-1.png?w=356&#038;h=256" alt="" width="356" height="256" /></a></p>
<p><a href="http://jwopitz.files.wordpress.com/2008/09/picture-21.png"><img class="alignnone size-full wp-image-228" title="picture-21" src="http://jwopitz.files.wordpress.com/2008/09/picture-21.png?w=309&#038;h=227" alt="" width="309" height="227" /></a></p>
<p><a href="http://jwopitz.files.wordpress.com/2008/09/picture-5.png"><img class="alignnone size-full wp-image-229" title="picture-5" src="http://jwopitz.files.wordpress.com/2008/09/picture-5.png?w=332&#038;h=207" alt="" width="332" height="207" /></a></p>
<p>Now here is the kink where I need to refine the sorting algorithm.  If the blue box&#8217;s screen y value is greater than the orange box&#8217;s screen y value, you don&#8217;t get the correct overlap.  Just a bit more tweaking and it should be good.</p>
<p><a href="http://jwopitz.files.wordpress.com/2008/09/picture-4.png"><img class="alignnone size-full wp-image-230" title="picture-4" src="http://jwopitz.files.wordpress.com/2008/09/picture-4.png?w=309&#038;h=218" alt="" width="309" height="218" /></a></p>
<p><a href="http://jwopitz.files.wordpress.com/2008/09/picture-3.png"><img class="alignnone size-full wp-image-231" title="picture-3" src="http://jwopitz.files.wordpress.com/2008/09/picture-3.png?w=334&#038;h=236" alt="" width="334" height="236" /></a></p>
<p><strong>[update - 20080905]</strong></p>
<p>After reaching out to a few contacts I thought I had made some progress.  Before I get started on this maybe I should post an image of what the problem is.  This is what I want to do:</p>
<p><a href="http://jwopitz.files.wordpress.com/2008/09/goodiso.png"><img class="alignnone size-large wp-image-224" title="goodiso" src="http://jwopitz.files.wordpress.com/2008/09/goodiso.png?w=420&#038;h=248" alt="" width="420" height="248" /></a></p>
<p>Notice how the orange box is at a higher elevation than the gray boxes?  But using my current depth sorting algorithm the front-most gray box gets rendered behind the orange box like this:</p>
<p><a href="http://jwopitz.files.wordpress.com/2008/09/badiso.png"><img class="alignnone size-large wp-image-223" title="badiso" src="http://jwopitz.files.wordpress.com/2008/09/badiso.png?w=420&#038;h=244" alt="" width="420" height="244" /></a></p>
<p>My current algorithm slices up the scene based on elevations into an array.  The first array element would contain an array of all the gray boxes, the second element would contain an array with one element, the orange box.   Then I would sort both elements from front to back and order there depths recursively.  The issue with this sorting is that is still 2D depth sorting for a quasi 3D scene.</p>
<p>Any suggestions?</p>
<p><strong>[update - 20080904]</strong></p>
<p>So I kinda realized that this is great if you plan to not have stacked isometric objects.  In other words this works great if you are on a flat terrain map.  However this does not address issues with variable terrain (e.g. Diablo, Marble Madness).</p>
<p>I am still in the process of finding a smart, performance-friendly solution for this.  I am also thinking about setting a property on any container-type class that requires depth sorting to be able to use either the flat terrain approach (found here) or a variable terrain approach in order to maximize performance.</p>
<p>Thoughts?</p>
<p><strong>[original post]</strong></p>
<p>Recently I have been working on my Flash-oriented projects.  Specifically I started working again on <strong><span style="text-decoration:underline;"><a href="http://code.google.com/p/as3isolib/" target="_blank">isolib</a></span></strong>, an AS3 isometric library.</p>
<p>Used to in AS2 you could delegate the task of depth sorting to the flash player by doing some calculations and assingning a number without regards to wether or not a depth preceeding it was filled.  For example, I have 5 Sprites.  In AS2 you could assing Sprite #1 to depth 0, Sprite#2 to depth 50 and the other 3 Sprites could have arbitrary numbers assigned to them.  The flash player took on the task of ordering the display list for you.  In AS3 that is not the case as you will run into Run Time Errors if you try to assing a DisplayObject to a depth without the prior depths being occupied.  So now the task is assigned to the developer.</p>
<p>Now as many ways as there are to skin a cat, there are as many ways to do isometric depth sorting.  Almost all that I have found utilize tile-based algorithms.  Though they work with respect to tile-based applications, they don&#8217;t seem to do that great for absolute positioning.</p>
<p>Anyway to cut to the fat here is how I achieved Absolute Isometric Depth Sorting without the need to have tile-based logic assigned.  Before I jump in tho, my coordinate space is somewhat diffenent than that of traditional isometric coordinate spaces: x values go from the top-left to the bottom-right portion of your screen, y values go from the bottom-left to the top-right portion of your screen and z values go from bottom to top of your screen.  Make sense?  Okay, let&#8217;s go:</p>
<p>Almost any renderable element in my iso-world has to have x, y, z, width, length, and height depending on how many dimensions they occupy (2 vs 3 dimensions is like comparing a plane to a cube).  Let&#8217;s assume we are dealing with a cube.  Now since we the viewer represent the vantage point, I created a reference point to compare distances to which resides at x:100000, y:100000 and z:100000 (hopefully we will not exceed any points outside of that).  My sorting method simply compares distances from the right-front-most point of an object from the reference point.  That point is basically x:cube.x + cube.width, y:cube.y + cube.length, z:cube.z Now this is not fail safe but it does a good job in absolute coordinate spaces.</p>
<p>Obviously there is some more robust logic occurring in my IsoScene class in order to depth-sort but this is the basis for the sort.  Check out the demo app here &#8211; <a href="http://as3isolib.googlecode.com/files/absoluteDepthSortingExample.zip" target="_blank"><strong><span style="text-decoration:underline;">link</span></strong></a></p>
<pre style="padding-left:30px;">override public function render (recursive:Boolean=true):void
{
	var depthArray:Array = [];
	var infoObj:Object = {};

	var child:IPrimitive;
	for each (child in children)
	{
		infoObj = {};
		infoObj.child = child;
		infoObj.distance = Math.sqrt((camera.x - child.right) * (camera.x - child.right) +
			(camera.y - child.front) * (camera.y - child.front) +
			(camera.z - child.z) * (camera.z - child.z)) * -1;

		depthArray.push(infoObj);
	}

	depthArray = depthArray.sortOn(["distance", "x", "y", "z",], Array.NUMERIC);

	var i:int;
	for each (infoObj in depthArray)
	{
		if (infoObj.depth != i &amp;&amp; (infoObj.child.positionInvalidated || infoObj.child.geometryInvalidated))
			setChildIndex(infoObj.child, i);

		i++;
	}

	super.render(recursive);
}</pre>
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		<title>AS3 MediaCoreLib alpha release</title>
		<link>http://jwopitz.wordpress.com/2008/08/06/as3-mediacorelib-alpha-release/</link>
		<comments>http://jwopitz.wordpress.com/2008/08/06/as3-mediacorelib-alpha-release/#comments</comments>
		<pubDate>Wed, 06 Aug 2008 21:10:54 +0000</pubDate>
		<dc:creator>jwopitz</dc:creator>
				<category><![CDATA[actionScript]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[flex]]></category>
		<category><![CDATA[fun stuff]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[projects]]></category>

		<guid isPermaLink="false">http://jwopitz.wordpress.com/?p=200</guid>
		<description><![CDATA[My buddy Mike Orth and I just wrapped up some pretty cool features for the MediaCoreLib.  Rather than write something orignal, I will just steal some of what Mike wrote on his blog:
MediaCoreLib &#8211; Here’s an easy way to play rich media content (audio, video) inside Flash or Flex and manage it all in one [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jwopitz.wordpress.com&blog=506032&post=200&subd=jwopitz&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>My buddy <strong><a href="http://mikeorth.com/" target="_blank">Mike Orth</a></strong> and I just wrapped up some pretty cool features for the MediaCoreLib.  Rather than write something orignal, I will just steal some of what Mike wrote on his blog:</p>
<blockquote><p><strong><a href="http://code.google.com/p/mediacorelib/" target="_new">MediaCoreLib</a></strong> &#8211; Here’s an easy way to play rich media content (audio, video) inside Flash or Flex and manage it all in one place.</p>
<p>The new MediaCoreLib alpha release includes an extensive PlaylistManager as well as a merging of my FadingSound component to allow for crossfading between tracks. For a more info check out the Google code repository&#8230;..</p></blockquote>
<p>His full post can be found here &#8211; <strong><a href="http://mikeorth.com/?p=13" target="_blank">link</a></strong></p>
<p>MediaCoreLib project home &#8211; <a href="http://code.google.com/p/mediacorelib/" target="_blank"><strong>link</strong></a><br />
XFade adv. testing app &#8211; <a href="http://mediacorelib.googlecode.com/svn/examples/crossFade_example/PlaylistManager_AdvancedTestingApp.html" target="_blank"><strong>link</strong></a></p>
<p>Please leave us some feedback and feature requests.  We have some really neat features in store for the next release!</p>
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		<title>Cool Stuff: going back to nature for technological guidance</title>
		<link>http://jwopitz.wordpress.com/2008/04/30/cool-stuff-going-back-to-nature-for-technological-guidance/</link>
		<comments>http://jwopitz.wordpress.com/2008/04/30/cool-stuff-going-back-to-nature-for-technological-guidance/#comments</comments>
		<pubDate>Wed, 30 Apr 2008 14:37:45 +0000</pubDate>
		<dc:creator>jwopitz</dc:creator>
				<category><![CDATA[robotics]]></category>

		<guid isPermaLink="false">http://jwopitz.wordpress.com/?p=170</guid>
		<description><![CDATA[Robotics just amazes me.  The potential to create assistive devices to make life for the disabled easier, or to make dangerous jobs safer, that is the real payoff.   It also scares the hell out of me.  Terminator and iRobot are certainly plausible in the abstract sense of self-aware robots.  But I digress
Festo, a German [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=jwopitz.wordpress.com&blog=506032&post=170&subd=jwopitz&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Robotics just amazes me.  The potential to create assistive devices to make life for the disabled easier, or to make dangerous jobs safer, that is the real payoff.   It also scares the hell out of me.  Terminator and iRobot are certainly plausible in the abstract sense of self-aware robots.  But I digress</p>
<p>Festo, a German company, has been toying around with robotics for awhile now.  And it seems they are going in the right direction by using dear ol&#8217; Mother Nature as the model for some of their experiments.  Check out their robotics section on their website &#8211; <a href="http://www.festo.com/cms/de_de/4981.htm" target="_blank">link</a></p>
<p>If you wanna read about their projects and can&#8217;t read German, each little project has a PDF brochure in English.  Nothing too technical but it does give a cursory explanation of the mechanics behind most of the projects.</p>
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