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on basstabs.github.ioA 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...
...For our algorithm to work, we need \\(P\\), \\(\\vec{l}\\), \\(\\vec{u}\\), and a list of line segments which represent all of the solid...
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...
...Finally, we have created a collection of triangles which represents our line of sight.
Here is a low-quality GIF of this algorithm in...
Here is a low-quality GIF of this algorithm in...
...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...
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...