Zooming out of a 3D map should lift the view toward looking straight down
Close to the ground a low, tilted view feels like standing among the buildings, but zoomed out the same tilt hides the map behind hills and wastes the screen on the sky. Here is how one zoom value can set height, distance and tilt together, so the spot in the middle never slides.
Why this works
Close up, you want to see the world as a place; far away, you want a map. Tying distance and angle to one slider keeps the two in step, and growing the distance by a constant factor makes every wheel click feel equally strong.
When not to use it
It is wrong when the angle is part of the game, such as a flight or racing view the player tilts on purpose, or a fixed-angle look the art was drawn for. Keep the angle fixed or give it its own control there.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 23 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Zooming out of a 3D map should lift the view toward looking straight down" (read_entry strategy-tilt-follows-zoom-height) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP