Talk:Permissive Field of View

From RogueBasin
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(advertising my new algo)
 
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Hi! I have a different algorithm, a mix of Recursive Shadow Casting and Precise Permissive Field of View. Seems simpler and does not inspect tiles behind obstacles, so should be much simpler on maps with long corridors. It's coded in Haskell. Please have a look and point flaws in it at https://github.com/Mikolaj/LambdaHack/wiki/Fov-and-los. Also, it's version modified for DFOV is even simpler and faster, so perhaps we could have DFOV in libtcod again? --[[User:Mikon|Mikon]] 02:26, 15 December 2010 (UTC)
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Hi! I have a different algorithm, a mix of Recursive Shadow Casting and Precise Permissive Field of View. Seems simpler and does not inspect tiles behind obstacles, so should be much faster on maps with long corridors. It's coded in Haskell. Please have a look and point flaws in it at https://github.com/Mikolaj/LambdaHack/wiki/Fov-and-los. Also, its version modified for DFOV is even simpler and faster, so perhaps we could have DFOV in libtcod again? --[[User:Mikon|Mikon]] 02:26, 15 December 2010 (UTC)

Revision as of 04:27, 15 December 2010

Hi! I have a different algorithm, a mix of Recursive Shadow Casting and Precise Permissive Field of View. Seems simpler and does not inspect tiles behind obstacles, so should be much faster on maps with long corridors. It's coded in Haskell. Please have a look and point flaws in it at https://github.com/Mikolaj/LambdaHack/wiki/Fov-and-los. Also, its version modified for DFOV is even simpler and faster, so perhaps we could have DFOV in libtcod again? --Mikon 02:26, 15 December 2010 (UTC)

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