Created
April 9, 2026 02:34
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| In a standard **2:1 isometric grid** where the bounding box is **256x128px**, the top surface (the playable polygon) has the following dimensions: | |
| ### Geometric Dimensions | |
| * **Width (Major Axis):** **256px** (from the far left point to the far right point). | |
| * **Height (Minor Axis):** **128px** (from the top point to the bottom point of the top surface diamond). | |
| * **Side Length:** approximately **143.1px**. | |
| > This is calculated using the Pythagorean theorem on half-widths: \sqrt{128^2 + 64^2}. | |
| > | |
| ### Pixel Coordinates | |
| If the top-left corner of your 256 \times 128\text{px} bounding box is (0,0), the four vertices of the top polygon are located at: | |
| | Vertex | X-Coordinate | Y-Coordinate | | |
| |---|---|---| | |
| | **Top** | 128 | 0 | | |
| | **Right** | 256 | 64 | | |
| | **Bottom** | 128 | 128* | | |
| | **Left** | 0 | 64 | | |
| **Note: In the "thick" tiles I generated for you, the bottom point of the **top surface** usually sits higher (e.g., at Y=108) to leave room for the 20px vertical "skirt" or thickness that fills the rest of the 128px bounding box.* | |
| ### Why these dimensions matter | |
| In game engines, the **256px width** is your "base" unit. Because the height is exactly half (**128px**), the diagonal lines of the polygon perfectly follow a "2 pixels over, 1 pixel up" stair-step pattern. This prevents "aliasing" (jagged edges) and ensures that when you place a tile at a half-width offset, the edges align perfectly without gaps. |
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