Updated: August 2026 • Verified v1.2

3D Isometric Voxel Cube Dimensions & Z-Sorting Calculator

Creative & DesignDesign

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Width = sqrt(3)*s, Height = 2*s; ScreenX = (x-y)*(w/2); ScreenY = (x+y)*(s/2) - z*s; Z_Index = (x+y)*1000 + z
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Understanding Your Results

Calculates single cube dimensions, total map canvas size, vertical layer steps, and provides copy-ready CSS 3D face transforms and JavaScript voxel-to-screen projection code with Z-index sorting.

Practical Guidance & Next Steps

In true isometric projection, the ratio of a cube's width to height is $\sqrt{3} : 1 \approx 1.732$, while classic video game '2:1 isometric' dimetric projection uses a clean $2:1$ ratio.

What is this?

A game geometry utility that calculates isometric voxel block sizes, projection mathematics, and CSS 3D transforms.

How does it work?

1. Enter cube edge length (s) and grid dimensions (X, Y, Z layers). 2. Customize top, left, and right face shading colors. 3. View total bounding dimensions and copy projection/depth-sorting code.

Why use it?

Eliminates visual sorting glitches and incorrect aspect ratios when rendering isometric voxel worlds.

Technical Scope & Calculation Limitations

Calculates regular regular isometric 30-degree planar geometry.

Frequently Asked Questions

The top face uses `rotate(-45deg) skew(15deg, 15deg)`, the left face uses `skewY(30deg)`, and the right face uses `skewY(-30deg)`.
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