Ray casting

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There are a few ways to decide where rays are to be cast:
 
There are a few ways to decide where rays are to be cast:
  
* Every potential destination -- This method is very slow, but results in a crude approximation of [[Shadow Casting]].
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* Every potential destination -- This method is very slow, but results in a crude approximation of [[Shadow casting]].
 
* Every square along the perimeter of the area being checked for [[Field of Vision]] -- This is faster, but causes an increasing number of artifacts as the radius increases.
 
* Every square along the perimeter of the area being checked for [[Field of Vision]] -- This is faster, but causes an increasing number of artifacts as the radius increases.
 
* A fixed number of rays as regular intervals -- Provides a tweakable knob that trades off between accuracy and speed.
 
* A fixed number of rays as regular intervals -- Provides a tweakable knob that trades off between accuracy and speed.
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* [[Line of Sight - Tobias Downer]]
 
* [[Line of Sight - Tobias Downer]]
 
* [[Simple and accurate LOS function for BlitzMax]]
 
* [[Simple and accurate LOS function for BlitzMax]]
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* [[eligloscode|Very simple line of sight pseudo-code.]]
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* [[Raycasting in python]]
  
 
==What games use it?==
 
==What games use it?==
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==What libraries implement it?==
 
==What libraries implement it?==
  
No known libraries implement ray casting.
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[[libtcod]] contains an enhanced version of perimeter raycasting with a post-processing step removing most artifacts and making it equivalent to shadowcasting.
  
 
[[category:FOV]]
 
[[category:FOV]]

Latest revision as of 13:50, 6 December 2015

Contents

[edit] What is Ray Casting?

Ray casting is a method for calculating Field of Vision where rays are traced from the center of a source square to a select number of destination squares. Squares are marked as visible as the rays pass through them, and walls will block the rays.

There are a few ways to decide where rays are to be cast:

  • Every potential destination -- This method is very slow, but results in a crude approximation of Shadow casting.
  • Every square along the perimeter of the area being checked for Field of Vision -- This is faster, but causes an increasing number of artifacts as the radius increases.
  • A fixed number of rays as regular intervals -- Provides a tweakable knob that trades off between accuracy and speed.

[edit] Advantages

  • Easy to implement
  • Builds intuitively on Line of Sight algorithms.

[edit] Disadvantages

  • Slow compared to other methods. Even when casting only a few rays, squares close to the source will be visited many times.
  • Many artifacts, even in common situations

[edit] How do I implement it?

[edit] What games use it?

Moria

[edit] What libraries implement it?

libtcod contains an enhanced version of perimeter raycasting with a post-processing step removing most artifacts and making it equivalent to shadowcasting.

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