Closed ndouglas closed 3 years ago
My rendering is a bit broken -- probably because of the fancy walls -- but this gives a good comparison.
The shadowcasting algorithm seems to give better visibility:
But it's not dramatically better. I have seen some odd behavior with faraway tiles with the Bracket algorithm, but I haven't tried to reproduce it.
I don't see a measurable performance cost or benefit to switching algorithms.
Story
The RLTK FOV system seems to be a bit quirky, as noticed in #54 . The current state of the art appears to be symmetric shadowcasting. I should use that instead.
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Implementation Notes