Difference between revisions of "Quick and dirty FOV/LOS"

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(Created page with " == Quick and dirty field of view/line of sight algorithm == This is a FOV algorithm i used in a C# roguelike i made for the learning experience, it is probably not as efficient...")
 
 
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This is a FOV algorithm (read: babies first Line of sight) i used in a C# roguelike i made for the learning experience, it is probably not as efficient as it could be.
== Quick and dirty field of view/line of sight algorithm ==
 
This is a FOV algorithm i used in a C# roguelike i made for the learning experience, it is probably not as efficient as it could be.
 


== Pseudo-code ==
== Pseudo-code ==
 
  For each block (assuming your roguelike map works in blocks, 99.9% of RL's do)
<math>
For each block (assuming your roguelike map works in blocks, 99.9% of RL's do)
{
  if the block is within the players view radius
   {
   {
       draw a virtual line from the player to the block
       if the block is within the players view radius
 
      for each block on the line
       {
       {
         set it as visible initially
         draw a virtual line from the player to the block
 
         for each block on the line
         if it is a wall/door/object that blocks vision
         {
         {
             the block = non-visible
             set it as visible initially
            if it is a wall/door/object that blocks vision, or any previous blocks have been blocking objects
            {
              the block = non-visible
            }
         }
         }
       }
       }
   }
   }
}
</math>


[http://pastebin.com/wUharWgs C# code]
Note: This was programmed using XNA, the data types "vector" and "point" can be easily recreated in normal c# with the use of data structures, also, the function HasLOS(x, y) can be used outside FOV, e.g. testing whether a monster can see the player, because it just checks the give x & y coordinates against the player's


== Other methods ==
== Other methods ==


This method worked fine in my RL, however, it may be more efficient (read: probably) to draw a line to each block that lays on the line of circumference around the player (the radius being view distance), and going through each block on the line and checking for blocking objects.
This method worked fine in my RL, however, it may be more efficient (read: probably) to draw a line to each block that lays on the line of circumference around the player (the radius being view distance), and going through each block on the line and checking for blocking objects.
[[Category:Developing]]

Latest revision as of 15:01, 26 October 2012

This is a FOV algorithm (read: babies first Line of sight) i used in a C# roguelike i made for the learning experience, it is probably not as efficient as it could be.

Pseudo-code

  For each block (assuming your roguelike map works in blocks, 99.9% of RL's do)
  {
     if the block is within the players view radius
     {
        draw a virtual line from the player to the block
        for each block on the line
        {
           set it as visible initially
           if it is a wall/door/object that blocks vision, or any previous blocks have been blocking objects
           {
              the block = non-visible
           }
        }
     }
  }

C# code Note: This was programmed using XNA, the data types "vector" and "point" can be easily recreated in normal c# with the use of data structures, also, the function HasLOS(x, y) can be used outside FOV, e.g. testing whether a monster can see the player, because it just checks the give x & y coordinates against the player's

Other methods

This method worked fine in my RL, however, it may be more efficient (read: probably) to draw a line to each block that lays on the line of circumference around the player (the radius being view distance), and going through each block on the line and checking for blocking objects.