3 ms·
This kind of Field of View algorithm is integral to any roguelike and there's a variety of methods for achieving the results [0]. I'd be interested in how this
by etcet 14y ago
This kind of Field of View algorithm is integral to any roguelike and there's a variety of methods for achieving the results [0]. I'd be interested in how this algorithm holds up against the usual raycasting or shadow casting. My intuition is that it'd be slower (especially with a 1024px shadow map resolution) due to it being based on pixels rather than grid values.
[0] http://roguebasin.roguelikedevelopment.org/index.php/Field_of_Vision http://roguebasin.roguelikedevelopment.org/index.php/Field_o...
- JasonSage 14y agoI'll take a look at the algorithm—thanks for sharing. I fully intend to update this article later to give some details on how it performs.