Talk:Permissive Field of View

From RogueBasin
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(Move the mention of Haskell implementation from discussion to the main page.)
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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)
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Revision as of 14:11, 20 October 2011

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