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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 im8 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 im8 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 light24 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 har2 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 keep12 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. Rays10 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. But7 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 al24 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't84 KB (14,660 words) - 05:51, 22 June 2021