I've been thinking about adding 3d support in my roguelike. It would still be top-down like other roguelikes, yet it would have layers, such that things like platforms, tunnels, and bridges, etc, could be added to levels. Whether I do this hinges on whether I can get the fov routine I'm using working with the layers.
Note that I don't care that it doesn't make sense to some of you that I'm trying to have a 3d field of view routine for a 2d roguelike. The roguelike does have a 3d space, and I want to determine what the player can see, even if what the player can see can't logically be displayed. Let me worry about how to handle that problem.
I would be grateful for some advice in how to approach this problem. Perhaps this is utterly crazy, and I should just make a 2d roguelike...
I erroneously stated before that the problem with Bresenham's line algorithm was with artefacts. I should have mentioned that I needed the fov routine to be symmetric. Such a requirement can't be met by Bressenham's line algorithm.