Ray casting

From RogueBasin
Revision as of 02:42, 27 April 2007 by Duerig (talk | contribs) (Added an initial page for ray casting. Need to fill in some sections.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

What is Ray Casting?

Ray casting is a method for calculating Field of View where rays are traced from the center of a source square to a select number of destination squares. Squares are marked as visible as the rays pass through them, and walls will block the rays.

There are a few ways to decide where rays are to be cast:

  • Every potential destination -- This method is very slow, but results in a crude approximation of Shadow Casting.
  • Every square along the perimeter of the area being checked for Field of View -- This is faster, but causes an increasing number of artifacts as the radius increases.
  • A fixed number of rays as regular intervals -- Provides a tweakable knob that trades off between accuracy and speed.

Advantages

  • Easy to implement
  • Builds intuitively on Line of Sight algorithms.

Disadvantages

  • Slow compared to other methods. Even when casting only a few rays, squares close to the source will be visited many times.
  • Many artifacts, even in common situations

How do I implement it?

What games use it?

What libraries implement it?