As in, for checking if an AI can see a player (not just a point), or providing aim assists.
I suspect I would find the answer when I am investigating ray tracing more for other things, but the query popped into my head now and I might as well find out the answer.
edit:
I found this thread which has some unfortunate sounding info.
Quote:cast a ray from the head/center of an AI object to the center of other objects
If that is the case, are my options do perhaps do 3 ray traces? one to the "left", one to the "right" and one to the origin of the object - that way there is more information to go by to approximate whether the object is visible or not.
Another way would be to render from that perspective and update with the stencil buffer while rendering to a small texture involving the object to be checked? Though, even in the simplest forms would this still be too inefficient? And it would probably be unavailable server-side for a multiplayer game. However this might be good for an aim assist method (where the player can miss on his/her chosen vector but a sub system of the shooting mechanism has a chance of forcing the shot to land - but only if a target is visible. Or some kind of super-scope that does the same sort of thing)
Or is there a simpler solution I am overlooking?
[Edited by - Bozebo on July 5, 2010 8:29:27 AM]