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Black Art of Java Game Programming by Joel

hassle is because negative Z is pointing into the screen. The only unknown and the term that we are interested in in the equation is Xscreen. The equation is rewritten: The Yscs coordinate is calculated using almost the same equations but now involving the y coordinate instead of the x: Notice that Z is not negative in this equation. This is because the y-axis in the SCS is pointing downward while in VCS it is pointing upward. If Z were negated, then we would have a projection that is mirrored along the x-axis. One more problem is that the Xscs and Yscs will have (x,y)= (0,0) as origin and can even be negative. But the SCS has its origin in the top-left corner. What we have to do is move the origin to the middle of the screen. This implies that we should translate the resulting x and y values by half the screen width and half the screen height, respectively. The resulting equations would be: This transform, the final one in the chain, can be coded using a for loop that goes through all the coordinates in VCS and projects them to SCS in the following way: .. //– calculate the center of the screen int x0=ScreenWidth>>1; int y0=ScreenWidth>>1; .. for(int n=0; n

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