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