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  • Restrictive Precise Angle Shadowcasting, because that's how this shadowcasting implementation is call ...ch processed cell has 3 exact angles (from now on, I'll be using the word "angle" instead of "slope") assigned to it. Please have a look at the following im
    8 KB (1,352 words) - 19:40, 20 March 2022

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  • For Local angle:Float = 1 To 360 Step 0.18 Local xmove:Float = Cos(angle)
    2 KB (404 words) - 06:51, 22 March 2009
  • ...rder (clockwise or counter-clockwise; every iteration starting at the same angle) === Half-angle backward shift ===
    6 KB (893 words) - 20:30, 13 February 2013
  • ...s a long abandoned roguelike game project. Its unique feature is 90 degree angle of vision. The player except walking has also commands to turn around.
    514 bytes (62 words) - 09:23, 1 April 2014
  • Restrictive Precise Angle Shadowcasting, because that's how this shadowcasting implementation is call ...ch processed cell has 3 exact angles (from now on, I'll be using the word "angle" instead of "slope") assigned to it. Please have a look at the following im
    8 KB (1,352 words) - 19:40, 20 March 2022
  • This is a special case of oblique coordinates (with a 60° angle). ...) with 1/2 and cos(angle) with 1 would give a pretty good approximation of angle= 26.57 degrees and is a useful simplification:
    6 KB (919 words) - 23:28, 19 December 2012
  • face in arbitrary angles, and accurately represent the angle of origin for ranged attacks. The angle from the player to an attacker is atan2(monst.y-
    5 KB (818 words) - 04:41, 19 July 2011
  • ...oolkit using [[Restrictive_Precise_Angle_Shadowcasting|restrictive precise angle shadowcasting]]
    1 KB (190 words) - 15:19, 9 October 2016
  • maximum lit angle reaching the corresponding square, plus static lit/seen, take the minimum and maximum angle of the light
    24 KB (3,716 words) - 03:21, 25 September 2011
  • Alienhack has an unusual feature for a roguelike: a limited-angle FOV. This is central to the gameplay mechanic, as you will need to work har
    2 KB (250 words) - 17:01, 2 November 2018
  • * [[Restrictive Precise Angle Shadowcasting]] ...(a.k.a. diamond raycasting), recursive shadowcasting, restrictive precise angle shadowcasting and precise permissive fov.
    3 KB (461 words) - 08:48, 11 October 2023
  • along the ray, to alleviate what I call the 'low angle wall case'. encountered that nasty 'low angle wall case', and we know to keep
    12 KB (1,678 words) - 02:41, 29 July 2010
  • The Hardest Dungeon has pixel-art graphics. The game has a top-down viewing angle with a shadow of war feature.
    4 KB (574 words) - 10:56, 4 December 2018
  • |interface = [[Tiles]] (rotated camera angle)
    3 KB (399 words) - 04:22, 7 February 2024
  • Angle-like values are remembered, and duplicate rays are traced only once. Rays
    10 KB (1,668 words) - 06:44, 22 March 2009
  • ...hat needs to be displayed onto two dimensions that slice can come from any angle. There are three easy slices, each aligned with two of the three axes. But
    7 KB (1,237 words) - 14:28, 16 April 2017
  • ...VE offers any shadow angle. In particular, PERMISSIVE0 has the same shadow angle as SHADOW.
    21 KB (3,109 words) - 16:41, 21 June 2021
  • *** non-empty: use tangent angle summation and half-angle formulæ to determine a suitable positional target. Retry the base al
    24 KB (3,480 words) - 22:19, 12 June 2014
  • is an evil Grue monster. You might wonder why I use <angle brackets> angle-bracketed strings, which can be of any length (including length 0).
    12 KB (2,158 words) - 14:23, 24 July 2018
  • one, then you can rotate them by any angle you like. Also, you don't
    84 KB (14,660 words) - 05:51, 22 June 2021