FOV Algorithms. Fun, aren't they?
Here's an example of the current Kharne FOV algorithm (which was lifted almost entirely from the old code), using tiles for clarity of display:
This has a light radius of 4 tiles (which the light radius of the original Kharne always was. Its...okay. However, last night, I played about with changing the light radius. Here is a radius of 5 tiles:
Whoops. The current FOV system is a crude ray-casting system using variations on Bresenham lines, and it looks atrocious when you change the light-radius. To any light-radius other than 4. I'm eventually going to have to change this. But for now, the light radius stays at 4 and any plans for dynamic light sources be damned.
A quick search of the web revealed many different FOV algorithms. The most promising one appears to be Björn Bergström's Recursive Shadowcasting methods. My C++ is extremely rusty, but there are a couple of FreePascal implementations out there that should^H^H^H^H^H^Hwill be easily portable to Delphi.
Should be a lot of fun when I get round to recoding the FOV.
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