Difference between revisions of "Vision"
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(Created page with "Vision (or line-of-sight) is the process by which tiles around the player are revealed. The player also has a sight radius. By default, this sight radius is 9, but ...") |
Shark20061 (Talk | contribs) (Global vision reduction in 0996 - updating page to reflect) |
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Vision (or line-of-sight) is the process by which tiles around the player are revealed. | Vision (or line-of-sight) is the process by which tiles around the player are revealed. | ||
− | The player also has a sight [[Distance|radius]]. By default, this sight radius is | + | The player also has a sight [[Distance|radius]]. By default, this sight radius is 8, but it can be increased to 10 with the [[Traits|Cateye]] trait. Additionally, some other effects can reveal a limited number of objects outside the player's sight radius. |
Certain tiles (like walls) block the player's vision. The effects of these obstructions are calculated by a modification of Isaac Kuo's [http://roguebasin.roguelikedevelopment.org/index.php?title=Isaac_s_fast_beamcasting_LOS fast beam casting algorithm]. The exact algorithm used by Doom RL is open-source as a part of [http://sourceforge.net/projects/fpcvalkyrie/ FPC Valkyrie]. | Certain tiles (like walls) block the player's vision. The effects of these obstructions are calculated by a modification of Isaac Kuo's [http://roguebasin.roguelikedevelopment.org/index.php?title=Isaac_s_fast_beamcasting_LOS fast beam casting algorithm]. The exact algorithm used by Doom RL is open-source as a part of [http://sourceforge.net/projects/fpcvalkyrie/ FPC Valkyrie]. |
Latest revision as of 09:58, 6 March 2012
Vision (or line-of-sight) is the process by which tiles around the player are revealed.
The player also has a sight radius. By default, this sight radius is 8, but it can be increased to 10 with the Cateye trait. Additionally, some other effects can reveal a limited number of objects outside the player's sight radius.
Certain tiles (like walls) block the player's vision. The effects of these obstructions are calculated by a modification of Isaac Kuo's fast beam casting algorithm. The exact algorithm used by Doom RL is open-source as a part of FPC Valkyrie.