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#Actualserumas

Posted 22 August 2013 - 08:09 AM

Zipsters and AllEightUp ideas nice, but has gaps and lacks of accuracy.

Author first must decide about preciseness he wants, becouse any tile visibility algorithm will have sometimes issues, becouse of player and enemy are not tiles. They can ocupy several tiles at a time. Than tiles goes smaller than accuracy goes more precise.So this method could be good (not perfect) than you granulare your objects not to tile size but even smaller squares. Algorithm speed depends on distance,view width,player size, count of objects and how simple math...

 

Perfect results will be with geometric math algorithms, like DrEvil suggested, but that costs more time to calculate. Ofcouse it can be greatly optimized becouse you want find visibility not of any shape polygon but aabb.Algorithm speed depends on count of objects and math optimization...


#2serumas

Posted 22 August 2013 - 08:05 AM

Zipsters and AllEightUp ideas nice, but has gaps and lacks of accuracy.

Author first must decide about preciseness he wants, becouse any tile visibility algorithm will have sometimes issues, becouse of player and enemy are not tiles. They can ocupy several tiles at a time. Than tiles goes smaller than accuracy goes more precise.So this method could be good (not perfect) than you granulare your objects not to tile size but even smaller squares.

 

Perfect results will be with geometric math algorithms, like DrEvil suggested, but that costs more time to calculate. Ofcouse it can be greatly optimized becouse you want find visibility not of any shape polygon but aabb.


#1serumas

Posted 22 August 2013 - 08:04 AM

Zipsters and AllEightUp ideas nice, but has gaps and lacks of accuracy.

Author first must decide about preciseness he wants, becouse any tile visibility algorithm will have sometimes issues, becouse of player and enemy are not tiles. They can ocupy several tiles at a time. Than tiles goes smaller than accuracy goes more precise.So this method could be good (not perfect) than you ganulare your objects not to tile size but even smaller squares.

 

Perfect results will be with geometric math algorithms, like DrEvil suggested, but that costs more time to calculate. Ofcouse it can be greatly optimized becouse you want find visibility not of any shape polygon but aabb.


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