   Isometric camera view on a 3D world
  I am making a 2D in 3D RPG Game in C++. The character is in 2D while the world is in 3D. I'm trying to do something like Ragnarok Online.I wan an isometric camera view which will follow the character located at the center of the screen as it move around the 3D world. My question is, how can I make my camera view isometric? Lets say I am looking at (0,0,0). Where should my camera be positioned? I am not very good at math and dealing with camera. Any help is greatly appreciated. :) Thanks in advance.   
  one way to put it, to differenciate between isometric / 2D / 3D cameras, it's all a question of matrix transform. OK, so in openGL, it's a matter of calling gluOrtho() for a 2D camera, and gluProject() for a 3D camera. All these functions do is setup a matrix to do a projection, or a 2D view. If you look at the OpenGL docs (if you have visual C++, lookup the functions in the MSDN help). TO do an isometric projection with a 3D scene, it's simply a matter of using a 2D projection (gluOrtho()), but also, rotate the world with glRotatef(), or use a normal camera position setup (using gluLookAt()).in code, it would be *something* like thisglViewport(0, 0, width, Height);glMatrixMode(GL_PROJECTION);glLoadIdentity();gluOrtho2D(0, width, 0, height);glMatrixMode(GL_MODELVIEW);glLoadIdentity();gluLookAt(Player.x + 30, Player.y + 30, Player.z - 30, Player.x, Player.y, Player.z, 0, 1, 0); // place camera around the player, and point towards player// draw your 3D world...this is only an example, in OpenGL. All it is is basically use camera tricks. YOu do the same thing when you want to render the HUD on screen (the 2D text), and so on... Or for another camera (split screen, for example), ect...   ;  I don't know opengl. I'm using directx, I figure out that to get an Isometric view, the distance of x, y and z from a point must be equal. I have successfully create a Isometric camera view. Thanks for the help. :)   