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The isometric kind is drawn in a near-isometric dimetric projection.
Although the game retained the pseudo-isometric dimetric perspective of its predecessor, the actual landscape became more complex and colorful.
Played in a near-isometric dimetric view, the game runs on fairly low system specs, and only at an 800x600 resolution.
As computers advanced, isometric and dimetric perspectives began to predominate in tile-based games.
Approximations are common in dimetric drawings.
Features dimetric maps of the City of Liberty and prominent locales.
This design of a pixelated, dimetric projection domestic scene has been compared to The Sims.
The sequel, developed by Maxis, takes place in a full 3D environment as opposed to the dimetric projection of the original game.
(There are three types of axonometric projections: isometric, dimetric and trimetric.)
In addition, certain ports use dimetric projection, as opposed to the arcade version's original trimetric projection, to display environments.
Gameplay is displayed in dimetric view, contrary to the top-down view of Railroad Tycoon.
Civilization II, which updated Civilization's top-down perspective to an "isometric" (more accurately described as dimetric) perspective.
Maxis released The Sims 2 in 2004, a sequel title that features a full 3D environment as opposed to the original's dimetric engine.
It is further subdivided into three groups: isometric, dimetric and trimetric projection, depending on the exact angle at which the view deviates from the orthogonal.
In combat mode, the screen changes to a top-down mode with dimetric projection, where the player decides what actions the characters will take in each round.
MegaCAD is a 2-D draughting program capable of 3-D representations through isometric and dimetric projections.
In video games, a form of dimetric projection with a 2:1 pixel ratio is more common due to the problems of anti-aliasing and square pixels found on most computer monitors.
A-Train III is the first game in the series to use of near-isometric dimetric projection to present the city, similar to Maxis's SimCity 2000.
This is a change from earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, as the camera was in The Sims.
SimCity 2000 was a major extension of the concept; the view was now dimetric instead of overhead, land could have different elevations, and underground layers were introduced for water pipes and subways.
Therefore, this form of projection is more accurately described as a variation of dimetric projection, since only two of the three angles between the axes are equal (116.565 , 116.565 , 126.87 ).
One of the most common problems with programming games that use isometric (or more likely dimetric) projections is the ability to map between events that happen on the 2d plane of the screen and the actual location in the isometric space, called world space.
Eventually, the 3D version was completely scrapped, Lucy Bradshaw was brought in from EA in November 1997 to lead the SC3K project, and a new revision based on SC2Ks pseudo-isometric dimetric projection and sprite-based graphics was redeveloped from scratch.
In video games, "isometric" refers to some form of parallel projection (commonly, the form of dimetric projection mistakenly referred to as "isometric") where the viewpoint is rotated slightly to reveal other facets of the game environment than are visible from a top-down perspective or side view, thereby producing a three-dimensional effect.
In dimetric projection, the direction of viewing is such that two of the three axes of space appear equally foreshortened, of which the attendant scale and angles of presentation are determined according to the angle of viewing; the scale of the third direction (vertical) is determined separately.