2.5D

Thus the player can be presented an overview of the game world in the ability to see it from above, more or less, and with additional details in artwork made possible by using an angle: Instead of showing a humanoid in top-down perspective, as a head and shoulders seen from above, the entire body can be drawn when using a slanted angle; turning a character around would reveal how it looks from the sides, the front and the back, while the top-down perspective will display the same head and shoulders regardless.

There are three main divisions of axonometric projection: isometric (equal measure), dimetric (symmetrical and unsymmetrical), and trimetric (single-view or only two sides).

One tell-tale sign of oblique projection is that the face pointed toward the camera retains its right angles with respect to the image plane.

It has since become mainstream, and is found in many games such as Rome: Total War, where it is exploited to simultaneously display thousands of individual soldiers on a battlefield.

This imitates real life, where distant objects such as clouds, stars and even mountains appear to be stationary when the viewpoint is displaced by relatively small distances.

In some games, sprites are scaled larger or smaller depending on its distance to the player, producing the illusion of motion along the Z (forward) axis.

The position and size of any billboard is generated by a (complete 3D) perspective transformation as are the vertices of the poly-line representing the center of the street.

While the technique is similar to some of Sega's arcade games, such as Thunder Blade and Cool Riders and the 32-bit version of Road Rash, it uses polygons instead of sprite scaling for buildings and certain objects though it looks flat shaded.

[6] Examples include the skies in Rise of the Triad, the arcade version of Rygar, Sonic the Hedgehog, Street Fighter II, Shadow of the Beast and Dracula X Chronicles, as well as Super Mario World.

To the end user, this means that textures such as stone walls will have more apparent depth and thus greater realism with less of an influence on the performance of the simulation.

At steeper view-angles, the texture coordinates are displaced more, giving the illusion of depth due to parallax effects as the view changes.

On a larger scale, the 2018 movie In Saturn's Rings used over 7.5 million separate two-dimensional images, captured in space or by telescopes, which were composited and moved using multi-plane animation techniques.

The term also refers to an often-used effect in the design of icons and graphical user interfaces (GUIs), where a slight 3D illusion is created by the presence of a virtual light source to the left (or in some cases right) side, and above a person's computer monitor.

In 1975, Taito released Interceptor,[11] an early first-person shooter and combat flight simulator that involved piloting a jet fighter, using an eight-way joystick to aim with a crosshair and shoot at enemy aircraft that move in formations of two and increase/decrease in size depending on their distance to the player.

In 1979, Nintendo debuted Radar Scope, a shoot 'em up that introduced a three-dimensional third-person perspective to the genre, imitated years later by shooters such as Konami's Juno First and Activision's Beamrider.

Sega's arcade shooter Space Tactics, released in 1980, allowed players to take aim using crosshairs and shoot lasers into the screen at enemies coming towards them, creating an early 3D effect.

[17] It was followed by other arcade shooters with a first-person perspective during the early 1980s, including Taito's 1981 release Space Seeker,[18] and Sega's Star Trek in 1982.

To make the road appear to move towards the player, per-line color changes were used, though many console versions opted for palette animation instead.

Though Zaxxon's playing field is semantically 3D, the game has many constraints which classify it as 2.5D: a fixed point of view, scene composition from sprites, and movements such as bullet shots restricted to straight lines along the axes.

[28] Another early pseudo-3D platform game released that year was Konami's Antarctic Adventure, where the player controls a penguin in a forward-scrolling third-person perspective while having to jump over pits and obstacles.

[31] That same year, Irem's Moon Patrol was a side-scrolling run & gun platform-shooter that introduced the use of layered parallax scrolling to give a pseudo-3D effect.

[32] In 1985, Space Harrier introduced Sega's "Super Scaler" technology that allowed pseudo-3D sprite-scaling at high frame rates,[33] with the ability to scale 32,000 sprites and fill a moving landscape with them.

[34] The first original home console game to use pseudo-3D, and also the first to use multiple camera angles mirrored on television sports broadcasts, was Intellivision World Series Baseball (1983) by Don Daglow and Eddie Dombrower, published by Mattel.

[35] 2.5D was also used in terrain modeling with software packages such as ISM from Dynamic Graphics, GEOPAK from Uniras and the Intergraph DTM system.

[35] The specific term "two-and-a-half-D" was used as early as 1994 by Warren Spector in an interview in the North American premiere issue of PC Gamer magazine.

At the time, the term was understood to refer specifically to first-person shooters like Wolfenstein 3D and Doom, to distinguish them from System Shock's "true" 3D engine.

The resurgence of 2.5D or visual analysis, in natural and earth science, has increased the role of computer systems in the creation of spatial information in mapping.

[1] GVIS has made real the search for unknowns, real-time interaction with spatial data, and control over map display and has paid particular attention to three-dimensional representations.

Lincity tiles 2D axonometric graphical elements to form a pseudo-3D game environment.
Three different image layers scrolling at different speeds
An example of parallax scrolling
While tricks such as camera shearing (as seen on the right) are sometimes used to create an illusion of rotation, ray casting renderers cannot rotate said camera vertically [ 7 ] like true 3D renderers (left).
A sphere without bump mapping (left). The bump map to be applied to the sphere (middle). The sphere with the bump map applied (right).
Fly through the Trenta Valley