Digital field of view

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* O(N<sup>2</sup>) algorithm available.
 
* O(N<sup>2</sup>) algorithm available.
 
* More permissive than [[Permissive Field of View]].
 
* More permissive than [[Permissive Field of View]].
 +
* Simpler and potentially faster than PFOV.
 
* It is easy to check by hand whether there is a digital line connecting two points.
 
* It is easy to check by hand whether there is a digital line connecting two points.
 
* Targeting line is easily drawn in case of ranged combat
 
* Targeting line is easily drawn in case of ranged combat
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* Few implementations exist yet.
 
* Few implementations exist yet.
* Could be too permissive.
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* Could be too permissive, especially with 1-tile wide corridors and room entrances.
  
 
==How do I implement it?==
 
==How do I implement it?==
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* DoomRL (as it focuses on ranged combat, it really needs digital lines to represent the aiming direction)
 
* DoomRL (as it focuses on ranged combat, it really needs digital lines to represent the aiming direction)
* Kusemono ([[7DRL_Contest_2011_Reviews#Oohara_Yuuma.27s_Kusemono]])
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* Kusemono ([[7DRL_Contest_2011_Reviews#Oohara_Yuuma.27s_Kusemono]], DFOV is good for sneaking in wide corridors)
* [[Allure of the Stars]].
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* [[Allure of the Stars]]
  
 
==What libraries implement it?==
 
==What libraries implement it?==

Revision as of 12:59, 20 October 2011

Contents

What is Digital Field of View?

Digital Field of View is a method of determining Field of Vision based on Digital lines. Geometrically, all objects are considered to be diamond shaped, and the source diamond can see the destination diamond if there is an unobstructed line connecting them.

Advantages

  • Symmetric field of view.
  • Completely artifact free.
  • O(N2) algorithm available.
  • More permissive than Permissive Field of View.
  • Simpler and potentially faster than PFOV.
  • It is easy to check by hand whether there is a digital line connecting two points.
  • Targeting line is easily drawn in case of ranged combat

Disadvantages

  • Few implementations exist yet.
  • Could be too permissive, especially with 1-tile wide corridors and room entrances.

How do I implement it?

What games use it?

What libraries implement it?

None.

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