3
votes
1answer
65 views

Inconsistent movement / line-of-sight around obstacles on a hexagonal grid

In a roguelike game I've been working on, one of my core design goals has been to allow the player to "Play the game, not the grid." In essence, I want the player's positioning to be tactical because ...
50
votes
7answers
5k views

Can I prevent diagonal movement from exploring more of the map?

In a tile-grid where movement in any of 8 directions takes exactly the same amount of turns (chess-board style rules), can I prevent diagonal movement from showing more new tiles than orthogonal ...
5
votes
1answer
2k views

More efficient way to implement Line of sight on a 2d grid with ray casting?

Consider a 2d grid of tiles, and an approximated sphere of coordinates - centered on the player - that represents line of sight. The goal is to block the line of sight beyond obstacles (ie walls). ...
4
votes
2answers
1k views

Simulating “line of sight” with obstacles on 2d grid?

Ran into an interesting problem. I need to figure out how to simulate line of sight - simple enough, just on a 2d grid with obstacles. Either a grid cell is visible, or it's not. I can get something ...
5
votes
1answer
292 views

Finding cells between two points (along line) to finding obstacles

My game is in 3D environment partitioned with 2D grids in 2 dimensioned array So I can get any cell/node by passing row and col like return _nodes[r][c]. When the an attacker attacks an enemy with ...