I've wrapped it into a static lib to keep it seperate from my game code, but as I understand the BSD license, as long as I put the license and Mr Duerig's copyright notice in my game documentation, it does not restrict anything I want to do with the binaries for my game.
(Someone please tell me if that is not the case [smile]).
It works really, really well. I'm highly impressed. I've been messing about with raycasting, shadowcasting, every thing I could think of and couldn't get any decent results. Bunged Mr D's library in and bingo, perfect results.
I can now just provide a view radius to my wrapper and it all works as required.
So a new DEMO is now up. For the sake of this demo, the fog is set up to only show you what you can currently see, rather than remembering where you have been before. I'm sure you'll agree that Mr D's fov algorithm works extremely well for such a low granularity fog map.
The internet, and people cleverer than me, are both wonderful things.
remides mew of a demo I did a while back