hello
that's just a demo of WORKING fov- I followed a tutorial and managed to make it work:)
enter - generate a new level
arrows - move
esc - quit
pls post any comments: bad and good
recursive shadowcasting FOV in ascii rogue
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recursive shadowcasting FOV in ascii rogue
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Last edited by pch on Thu Mar 15, 2012 9:29 am, edited 4 times in total.
Re: recursive shadowcasting FOV in ascii rogue
:O
Vury nice
Vury nice
Re: recursive shadowcasting FOV in ascii rogue
thanks, but I just found a small problem - need to fix it
Re: recursive shadowcasting FOV in ascii rogue
Nice, seems working well but ambient is limited. Trying to find flaws. Do you mind add some columns to your rooms?
Re: recursive shadowcasting FOV in ascii rogue
if you want to change the size of whole level:
main.lua: mapH, mapW
if more rooms needed:
main.lua: generateMap(a,b,c)
a - how many times the map will be divided
b - min room size including walls
c- not used
this generateMap is called twice in main.lua: in love.load and in keyPress Enter
eta:
COLUMNS!! - sorry but after writing that for the whole day my brain seems to slow down a bit:)
I'll try to.
main.lua: mapH, mapW
if more rooms needed:
main.lua: generateMap(a,b,c)
a - how many times the map will be divided
b - min room size including walls
c- not used
this generateMap is called twice in main.lua: in love.load and in keyPress Enter
eta:
COLUMNS!! - sorry but after writing that for the whole day my brain seems to slow down a bit:)
I'll try to.
Last edited by pch on Wed Mar 14, 2012 11:46 pm, edited 1 time in total.
Re: recursive shadowcasting FOV in ascii rogue
You should load maps from a txt file, that would be awesome ;P
Re: recursive shadowcasting FOV in ascii rogue
lol, np. I think why know why I'm suggesting add them. your rooms were too open and haven't real obstacles so we could see the view intersections with various blocked objects. take your time and go sleep first...pch wrote: COLUMNS!! - sorry but after writing that for the whole day my brain seems to slow down a bit:)
I'll try to.
Re: recursive shadowcasting FOV in ascii rogue
well, columns are already implemented (not in attachement yet) but there is a problem with algoritm now.
it was much better without collumns:)
will update it tommorow.
it was much better without collumns:)
will update it tommorow.
Re: recursive shadowcasting FOV in ascii rogue
You do well. Get some rest.pch wrote:well, columns are already implemented (not in attachement yet) but there is a problem with algoritm now.
it was much better without collumns:)
will update it tommorow.
I bet it looks better without columns but with them you could notice eventual sight problems.
It's about your FOV be too 45 angle degrees? I noticed that usually rogue FOV's are more "streched"...
Re: recursive shadowcasting FOV in ascii rogue
visible area is divided by 8 (so 45 deg each) - you can see the borders (overlapping "O"make the lines brighter)
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