Isometric graphics: Zaxxon and Q*bert in 1982, Knight Lore in 1984, SimCity 2000 and Diablo in the nineties, and from about 2015 the floating-slab illustrations of every tech marketing page. Three visible faces at fixed shade steps, no vanishing point, stacked scenes.
Games used a two-to-one dimetric projection, lines at 26.565 degrees rather than the true isometric 30, because a two-across-one-up step lands on clean pixels and early hardware could not anti-alias. Parallel projection means sprites never scale, so tiles are reusable. It is a revival now: a pixel constraint kept for its look.
The engine's own view does the projection: yaw 45 degrees, pitch 30, perspective zero, which puts a ground edge at a one-in-two screen slope. Each face takes 1.0, 0.8 or 0.6 of its colour by which way its normal points. The slab, its extrusion, the tile grid and the crates are built from ground points through the same projection.