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Inspired heavily by Brogue. Lighting will be composed of two elements. Dynamic lights, and FOV. FOV, or Field of View, is the lighting raycast outward by the player that will determine if a tile is visible or not. This is done by ray casting lines in a radius from the player, and checking collision and distance. This will result in what tiles the player can visibly see, and subsequently, what objects or entities the player can see. (An object or entity is visible, if the tile they're standing on is visible.)
Dynamic Lighting
Some things in the world may be lit independently of the players FOV distance, but not FOV line. Meaning, if a player see's a torch on a wall that is 20 units out, but only has a view distance of 10 units. As long as that torch is in line of sight of the player, its lighting will be rendered. This will enable me to create nice visual effects in the world such as illuminating water, torches, wells, etc.
The text was updated successfully, but these errors were encountered:
Thoughts
Inspired heavily by Brogue. Lighting will be composed of two elements. Dynamic lights, and FOV. FOV, or Field of View, is the lighting raycast outward by the player that will determine if a tile is visible or not. This is done by ray casting lines in a radius from the player, and checking collision and distance. This will result in what tiles the player can visibly see, and subsequently, what objects or entities the player can see. (An object or entity is visible, if the tile they're standing on is visible.)
Dynamic Lighting
Some things in the world may be lit independently of the players FOV distance, but not FOV line. Meaning, if a player see's a torch on a wall that is 20 units out, but only has a view distance of 10 units. As long as that torch is in line of sight of the player, its lighting will be rendered. This will enable me to create nice visual effects in the world such as illuminating water, torches, wells, etc.
The text was updated successfully, but these errors were encountered: