Author Topic: Godot GDScript FOV Implementation  (Read 4353 times)


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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


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Re: Godot GDScript FOV Implementation
« Reply #1 on: March 01, 2018, 11:35:43 PM »
Nice work man! godot is pretty cool, it's awesome to see someone working with it :)