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Description
The primary issue with asymmetric FOV is currently the ability for enemies to get the jump on the player unseen, when crossing hallway intersections. Consider the scenario below:
####.####
####@####
&........
#########
Player sight looks like:
XXX#.#XXX
XXX#@#XXX
XX.....XX
X#######X
Enemy sight looks like:
XXXXXXXXX
####@####
&........
#########
FOV was originally symmetric but switched to asymmetric for reasons not remembered (possibly in looking unnatural in pillar situations).
This issue is created to consider forms of symmetric FOV and if their advantage use cases outweigh their drawbacks.
The current FOV code is found in RogueEssence/Dungeon/Fov.cs
It is modeled after FOV used in Brogue
FOV articles that were referenced in the initial creation and have been completely forgotten over the years:
http://www.roguebasin.com/index.php/Discussion:Field_of_Vision
http://www.roguebasin.com/index.php/Comparative_study_of_field_of_view_algorithms_for_2D_grid_based_worlds