Author Topic: fov: radial or square?  (Read 34642 times)

I_Own_The_Letter_O

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Re: fov: radial or square?
« Reply #15 on: May 13, 2008, 03:53:25 PM »
Not having gotten the stage where I need FoV yet I'm probably not qualified to enter this discussion, but I have started to think about it as it is the next thing I'm implementing after I've finished the various dungeon/terrain generators.

I am planning in daylight for the character to see the entire map cell they currently occupy. (barring tiles that are obscured by something else like a tree or a monster or a tree monster on fire). But the FoV around the character comes into play during darkness/twilight/dawn and gradually shrinks in around you at which point it will become radial.

I like to think of diagonal movement as 1.414 times as expensive as orthogonal (based on triangles and the square root of 2 blah blah blah) and this lends itself to a more radial field of view than a square one.

Ultimately as the OPs movement is the same orthogonally and diagonally it comes to a question of functionality versus aesthetics.