Showing results for on basstabs.github.io
A Trig-less Line of Sight Algorithm in Two Dimensions
It is common when simulating two-dimensional worlds (i.e. for video games) to...
It is common when simulating two-dimensional worlds (i.e. for video games) to...
A Trig-less Line of Sight Algorithm in Two Dimensions
It is common when simulating two-dimensional worlds (i.e. for video games) to...
It is common when simulating two-dimensional worlds (i.e. for video games) to...
The Problem
We are given a point \\(P\\) in space, an angle \\(0<\\theta\\leq\\pi\\), and a direction \\(\\vec{v}\\). Our goal is...
We are given a point \\(P\\) in space, an angle \\(0<\\theta\\leq\\pi\\), and a direction \\(\\vec{v}\\). Our goal is...
Sending out Rays
As observed in our references, a naive initial approach to the line of sight problem is to simply cast out a...
As observed in our references, a naive initial approach to the line of sight problem is to simply cast out a...
...intersect with our walls and form triangles to represent our line of sight.
Potential Improvements
- It would probably be significantly more efficient to sort...
Potential Improvements
- It would probably be significantly more efficient to sort...
...If it is part of a larger shape, then the adjacent, non-parallel edges will act with our algorithm to block line of sight...
A Trig-less Line of Sight Algorithm in Two Dimensions
It is common when simulating two-dimensional worlds (i.e. for video games) to...
It is common when simulating two-dimensional worlds (i.e. for video games) to...