Temple of The Roguelike Forums

Development => Programming => Topic started by: alex_hall on February 21, 2018, 09:27:16 AM

Title: Godot GDScript FOV Implementation
Post by: alex_hall on February 21, 2018, 09:27:16 AM
Hey All,

I've recently discovered and become enthralled with roguelikes (okay... recently means I spent a year playing DCSS and just recently got my first win). Now the development bug has bitten me.

In preparation for the 7DRL competition in a few weeks, I started setting up some core engine functionality in the Godot Engine (http://www.godotengine.org). They have a 2D lighting system, but it had problems dealing with adjacent tiles as occluders. I implemented a FOV algorithm and have made the code available. I've not spent any time optimizing the code, as it seems to run plenty fast at the moment; we'll see how it handles more geometry.

I don't know if anyone here uses this engine or not, but hopefully I can save any future godot roguelike developers the headache of reimplementing FOV.


Github repor with my implementation of 2d visibility in gdscript (https://github.com/fahall/godot_2d_visibility)
Title: Re: Godot GDScript FOV Implementation
Post by: KhaoTom on March 01, 2018, 11:35:43 PM
Nice work man! godot is pretty cool, it's awesome to see someone working with it :)