#Gamedevtip you can turn 3D into 2D pixel art in real time by using a second camera that draws the object to an unfiltered texture.
That texture can then be used as a sprite.
This allows you to do complex deformations and rotations on your 3d objects, but still get that crunchy, aliased, limited palette look.
Put your objects on a separate layer and set the camera culling to only that layer.
This translation from 3d to 2d is also handy because you can use the hierarchy of the 3d skeleton for collision, rag dolls, particle emitter placement.
A great example of how to use this technique is in side scrolling fighting games. You don't want your characters to clip through each other, so you render them to a plane, and offset the depth of those planes a little.
Rendering 3d objects to textures also let's you do all kinds of magic.
You can use it to make minimaps, make snow trails, push tall grass away from the character or make your water have that nice foam at the edges where it touches the land.
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A fundamental problem with mathematics is that it hides beautiful poetry behind an ugly wall of pretentious language and cryptic shorthand, and guards its gates with its most desiccated corpses dressed as teachers.
I hated maths because of the ugly encounters I was forced to endure through my formative years. Abusing, arrogant teachers, walls of arcane symbols and nobody to explain them, the problems impractical, more a punishment than a power.