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...portal line of sight for grid-based games (i.e. Roguelikes).
Monday, March 5, 2007
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Monday, March 5, 2007
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...Obstacles are defined as line segments which block line of sight between each randomly generated point and the tree. They manually specify some of...
...Sometimes, though, all we need is a line-of-sight check between two specific points (i.e. a gun and a target). We want...
...Sometimes, though, all we need is a line-of-sight check between two specific points (i.e. a gun and a target). We want...
...Obstacles are defined as line segments which block line of sight between each randomly generated point and the tree. They manually specify some of...
...Here’s an example world, shown first without line-of-sight restrictions (and with the world grid lightly superimposed):
With the current algorithm, the...
With the current algorithm, the...
...I kept the line-of-sight code, the pathfinding, the map structure, and the basics of the monster type. I added in a random...
...Recursion depth is equal to the maximum line of sight. You may wish to impose a distance cutoff if your world is large.
There...
There...
...I kept the line-of-sight code, the pathfinding, the map structure, and the basics of the monster type. I added in a random...
...Obstacles are defined as line segments which block line of sight between each randomly generated point and the tree. They manually specify some of...