Timeline for How do I generalise Bresenham's line algorithm to floating-point endpoints?
Current License: CC BY-SA 3.0
3 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Aug 3, 2014 at 20:07 | comment | added | SmartK8 | But still thank you for you answer. Technically it works and is correct. But just not feasible for me. | |
| Aug 3, 2014 at 19:46 | comment | added | SmartK8 | Hi, the grid traversal is exactly for the purpose of optimizing thousands of line intersections all over the grid. This cannot be solved by thousands of line intersections. I have a map in a game with ground lines that player cannot cross. There can be thousands of these. I need to determine which one to calculate expensive intersection for. To determine these I only want calculate the intersections of those in line of player movement (or light from light source). In your case I would need to determine intersections with ~256x256x2 line segments each round. That would not be optimized at all. | |
| Aug 3, 2014 at 16:40 | history | answered | Tom 'Blue' Piddock | CC BY-SA 3.0 |