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[Class] Field of View -> Lighting #2

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LonelyOwlGames opened this issue Aug 13, 2023 · 0 comments
Open

[Class] Field of View -> Lighting #2

LonelyOwlGames opened this issue Aug 13, 2023 · 0 comments
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feature Core feature to be implemented

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@LonelyOwlGames
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LonelyOwlGames commented Aug 13, 2023

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.

@LonelyOwlGames LonelyOwlGames added the feature Core feature to be implemented label Aug 13, 2023
@LonelyOwlGames LonelyOwlGames self-assigned this Aug 13, 2023
@LonelyOwlGames LonelyOwlGames moved this to Todo in @TowerQuest Aug 13, 2023
@LonelyOwlGames LonelyOwlGames changed the title Dynamic Lighting [Class] Field of View -> Lighting Sep 1, 2023
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