Re: Monocle: Monaco-style line of sight engine
Posted: Sat Sep 28, 2013 5:22 pm
Thanks!Ranguna259 wrote:Wow! This is getting really cool, can't help thought so I'm just going to give moral support
Keep on doing the awesome work
... you can always do debugging/testing, though, if you want to help.
This would need quite some changes to the algorithm, I believe. But maybe it's possible to only render the triangles facing some direction. Gravy?EDIT: Also it'd be cool if we could set the angle of the light and where it's facing, for stuff like flashlights and stuff alike
In the meantime, here's a small update: Blurred shadows now also have the correct shadows, thanks to the solving of this issue:
Edit: @Gravy:
This is very good to know! Should save quite some calculating. I already store all the data per light right now, instead of directly in the Monocle table, so this should be relatively easy to check.Gravy wrote: 2) The light has moved, but is still within the same square of the grid. In this case, get_forward_edges and link_edges do not need to be called again. However, those initial edges will need to be stored somewhere that the rest of the program doesn't touch, since the edges are subsequently changed when the projections are added.
At this point I simply let the user decide when to call the update fucntion. I think this is best because it keeps the library simple and gives the most flexibility to the user, because they can decide when the light is updated - every frame, or only at level start etc.
Yes, that would be really useful!Gravy wrote: One other improvement I've been thinking about is adding logic to create edges around the perimeter of the grid. This removes the need to have a solid border.
How do you want to handle this: Do you want to keep two forks? Or merge it all? Or create a new branch which this fork could go onto?