Tagged Questions
2
votes
1answer
300 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).
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3
votes
2answers
296 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 ...
2
votes
1answer
250 views
Most efficient way to implement walls and shadows in 2d
I am making a 2d top-down programming game similar to robocode. There will be up to 1000 walls (lines) in the arena, and up to 50 robots. Each robot can see in a 90 degree arc, and cannot see through ...
11
votes
1answer
1k views
Draw real time fog of war in 2d game
I have game situation as shown in picture:
Red dot: player
Brown dot: obstacle ( rock, tree, etc)
Grey: non visible area ( under fog of war)
My question is: how can I draw that kind of shape, ...
5
votes
3answers
921 views
Make my NPC “see” gameobjects around him in Unity
I have a walking NPC that will "see" the wall in front or behind him (2d gameplay) and that will react accordingly.
I was thinking to attach him to an invisible collider that would react to objects ...
9
votes
4answers
895 views
Finding unoccluded tiles in tile-based game
I am working on a 2D tile-based game, and right now I'm trying to get a 2d equivalent of shadow volumes to work. I'm having trouble finding the surfaces that should cast shadows. From any point in the ...