Timeline for Simulating "line of sight" with obstacles on 2d grid?
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 17, 2013 at 17:29 | vote | accept | CodeMoose | ||
| Jan 17, 2013 at 17:28 | comment | added | CodeMoose | Best I can say is to check out a game on crawl.s-z.org. As an example, when the player is standing below a horizontal wall 5 tiles wide, the line of sight breaks above the horizontal plane of that wall - but not unrealistically beyond it. The best I've been able to approximate is keeping the line of sight at the horizontal plane of the wall. | |
| Jan 17, 2013 at 13:09 | answer | added | Will | timeline score: 3 | |
| Jan 17, 2013 at 7:02 | history | tweeted | twitter.com/#!/StackGameDev/status/291802604831399936 | ||
| Jan 17, 2013 at 5:05 | answer | added | Djentleman | timeline score: 7 | |
| Jan 17, 2013 at 4:44 | comment | added | Djentleman | When you say "slope the line of sight around corners", what exactly do you mean? | |
| Jan 17, 2013 at 4:33 | history | edited | CodeMoose | added grid tag | |
| Jan 17, 2013 at 3:17 | review | First posts | |||
| Jan 17, 2013 at 9:31 | |||||
| Jan 17, 2013 at 2:59 | history | asked | CodeMoose | CC BY-SA 3.0 |