Difference between revisions of "Digital field of view"

From RogueBasin
Jump to navigation Jump to search
m
Line 7: Line 7:
* Symmetric field of view.
* Symmetric field of view.
* Completely artifact free.
* Completely artifact free.
* O(N<sup>2</sup>) algorithm available.
* More permissive than [[Permissive Field of View]].
* It is easy to check by hand whether there is a digital line connecting two points.
* It is easy to check by hand whether there is a digital line connecting two points.


Line 12: Line 14:


* Nobody understands it yet.
* Nobody understands it yet.
* Could be too permissive.


==How do I implement it?==
==How do I implement it?==


* [[Digital field of view implementation]] is Zeb's attempt to create a readable explanation for his own algorithm.
* [[Digital field of view implementation]] is Zeb's explanation for his own algorithm, based on a method similar to beam casting.


==What games use it?==
==What games use it?==

Revision as of 03:33, 25 January 2008

What is Digital Field of View?

Digital Field of View is a method of determining Field of Vision based on Digital lines. Geometrically, all objects are considered to be diamond shaped, and the source diamond can see the destination diamond if there is an unobstructed line connecting them.

Advantages

  • Symmetric field of view.
  • Completely artifact free.
  • O(N2) algorithm available.
  • More permissive than Permissive Field of View.
  • It is easy to check by hand whether there is a digital line connecting two points.

Disadvantages

  • Nobody understands it yet.
  • Could be too permissive.

How do I implement it?

What games use it?

None, yet.

What libraries implement it?

None.