# Using CameraHorizontalRotation to Create an Isometric View in CGE

**URL:** https://forum.castle-engine.io/t/using-camerahorizontalrotation-to-create-an-isometric-view-in-cge/2082
**Category:** 3D
**Created:** [January 14, 2026, 10:09am UTC](https://forum.castle-engine.io/t/using-camerahorizontalrotation-to-create-an-isometric-view-in-cge/2082 "2026-01-14T10:09:08Z")
**Posts on this page:** 2
**Page:** 1

<div class="post-metadata">

### Author: ![Hamid](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/hamid/32/2741_2.png) [@Hamid](https://forum.castle-engine.io/u/Hamid)
#### Post date: [January 14, 2026, 10:09am UTC](https://forum.castle-engine.io/t/using-camerahorizontalrotation-to-create-an-isometric-view-in-cge/2082/1 "2026-01-14T10:09:08Z")

</div>

I wanted to create an isometric view, but I couldn’t find a proper way to do it, so I had to copy and paste the `CameraHorizontalRotation` code from the related demo into my own project.  
Where can I find more information about `CameraHorizontalRotation`?

---

<div class="post-metadata">

### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [January 14, 2026, 10:28am UTC](https://forum.castle-engine.io/t/using-camerahorizontalrotation-to-create-an-isometric-view-in-cge/2082/2 "2026-01-14T10:28:11Z")

</div>

The `CameraHorizontalRotation` is defined in our example project `isometric_game_3d/code/`.

It literally just rotates the regular 2D camera, as you can see in the editor. There’s not much more to document 🙂

 ![image](https://forum.castle-engine.io/uploads/default/original/2X/2/26abd224b9def192fe2cec5fe52cf94cdea7cb06.png)

Follow our manual about [viewports](https://castle-engine.io/viewport_and_scenes), [cameras](https://castle-engine.io/camera) (in particular read " 3. Camera can have children, and be a child of other objects") and play with transformations and cameras to understand them.

Note that the project contains additional Pascal code to play with other `CameraHorizontalRotation.Rotation` values (since various rotations make sense), doing:

```delphi
  CameraHorizontalRotation.Rotation := Vector4(0, 1, 0, Pi / 4 + Pi / 2 * CameraRot);

```

It you’re not sure what this means, read [API docs of TCastleTransform.Rotation](https://castle-engine.io/apidoc/html/CastleTransform.TCastleTransform.html#Rotation).
