Carlos D Correa wrote:

But that's precisely what you get when you fix the camera to some point
(1,1,1) looking at (0,0,0). It is called isometric projection because
the result is that angles between the three axes are equal (120 degrees)
The fact that games use 2D or software rendering is just a matter of
implementation. It can be done as well in Java3D, OpenGL, or whatever
decent 3D API.

No, that's not isometric projection. In Isometric, there is no perspective distortion applied. A unit length at the axis, is the same as a unit length 5000 units along one of the horizontal axis (ie a parallel-only projection, not orthographic). Isometric projection is not the appearance of 120degrees apart, but that they are actually 120deg apart. There is true distortion of the space. Sure the technique of looking along one of the 1,1,1 direction vectors gets you close to isometric, but it's not valid when you start to pull a long, way away from the objects. If that's good enough (you're always close to the model) go for it, but it's not true isometric.

--
Justin Couch                         http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler              http://www.yumetech.com/
Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
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