1
Programming / Godot GDScript FOV Implementation
« 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. 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
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. 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