Talk:Simple and accurate LOS function for BlitzMax

From RogueBasin
Jump to navigation Jump to search

In the normal course of things, rays should never 'leak' through no matter what density you are sending out. Looking at your algorithm, I see that it is because you are increasing both x and y by a fixed amount every iteration. This means that if the line cuts through a square in the right way, then that square will never be checked for being blocked by a given line. The way to correct this is to do something closer to Bresenham's Algorithm. That would make the algorithm a bit more complicated, but would probably reduce artifacts. Duerig 22:52, 12 June 2008 (CEST)

Good point, I should point out that with a step size of 0.18, I don't get any kind of visual artifacts and 100% uniform coverage in every map type.