Re: What's up with LOS?
- From: Gerry Quinn <gerryq@xxxxxxxxxxxxxxxxxxx>
- Date: Sat, 28 Apr 2007 13:15:32 +0100
In article <46328e57$0$27188$742ec2ed@xxxxxxxxxxxxxx>, bear@xxxxxxxxx
says...
One is to mark squares as visible iff there's a center-to-center
lineofsight. ie, light can pass through a square without making
that particular square (or monsters in it) visible, provided it
doesn't pass through the square's center. This means that sight
checks are always mutual; if you have line of sight on a monster,
it has line of sight on you.
I use this - the symmetry is convenient, as is the fact that you can
have a separate algorithm to do a quick check between any two squares
which will be consistent with it.
One modification I made is that in my game you can see (but not shoot
at) 'shadowed' squares that are orthogonally adjacent to a lit ground
square. That seems to give slightly greater realism than the harsh
cut-off of a pure centre-to-centre algorithm.
- Gerry Quinn
.
- References:
- What's up with LOS?
- From: John Doe
- Re: What's up with LOS?
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- Re: What's up with LOS?
- From: Ray Dillinger
- What's up with LOS?
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