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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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