Ray casting

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(Added an initial page for ray casting. Need to fill in some sections.)
 
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==What is Ray Casting?==
 
==What is Ray Casting?==
  
Ray casting is a method for calculating [[Field of View]] 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.
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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:
 
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 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 View]] -- This is faster, but causes an increasing number of artifacts as the radius increases.
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* 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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==How do I implement it?==
 
==How do I implement it?==
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* [[Ray-Ttracing Field-Of-View Demo]]
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* [[A Bucket Of LOS]]
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* [[LOS by Odd]]
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* [[Line of Sight - Tobias Downer]]
  
 
==What games use it?==
 
==What games use it?==
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[[Moria]]
  
 
==What libraries implement it?==
 
==What libraries implement it?==
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No known libraries implement ray casting.

Revision as of 06:31, 27 April 2007

Contents

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.

Advantages

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

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

How do I implement it?

What games use it?

Moria

What libraries implement it?

No known libraries implement ray casting.

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