query: 2.5D Game design principles
positive_passages.docid: 151554
positive_passages.text: IsoMetric Map draw: sort with Z-Buffer and anchor point
negative_passages.docid: 116646
negative_passages.text: implementing functions in a game
negative_passages.docid: 15121
negative_passages.text: MVC-like compartmentalization in games?
negative_passages.docid: 84418
negative_passages.text: Low-poly art mesh creation
negative_passages.docid: 123245
negative_passages.text: Breakout Collision: Detecting the side of collision
negative_passages.docid: 38046
negative_passages.text: Quad tree vs Grid based collision detection
negative_passages.docid: 50774
negative_passages.text: How do I implement occluded lighting in a block-based 2D game?
negative_passages.docid: 77574
negative_passages.text: Action economies, two-handed weapons, and spells with Somatic components
negative_passages.docid: 56996
negative_passages.text: Bouncing ball simulation computer science
negative_passages.docid: 69940
negative_passages.text: Evolutionary Midways
negative_passages.docid: 26108
negative_passages.text: Controlling the 2D $x–y$ aspect ratio of a 3D plot
negative_passages.docid: 44620
negative_passages.text: Reference for combinatorial game theory.
negative_passages.docid: 106607
negative_passages.text: Game resource timers - general implementation
negative_passages.docid: 95529
negative_passages.text: Using realistic materials in a Game Engine
negative_passages.docid: 76730
negative_passages.text: What are structural elements? Customizing the mechnism of beamer color theme
negative_passages.docid: 15061
negative_passages.text: What should I keep in mind when making 2D games for multiple resolutions?
negative_passages.docid: 83256
negative_passages.text: What to consider when deciding on 2D vs 3D for a game?