Right now I'm using Bresenham's line algorithm for line of sight. The problem is I've found an edge case where players can look through walls. Occurs when the player looks between two corners of a ...
I have a tile based board game where units move in 3D space on a 2D isometric view. When calculating attack tiles for a unit, how do I verify that they aren't shooting through a wall or a level too ...
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). ...
I'm working on a 2D tile-based game. I'm trying to calculate FOV and I've implemented walls so they don't take up an entire tile. Instead, they just take up a side of each tile. Similar to: class ...