[gameprogrammer] Re: Calculating Line-Of-Sight
- From: Jake Briggs <jacob_briggs@xxxxxxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Mon, 07 Nov 2005 09:27:08 +1300
I would google for "line intersect plane", the line being the line of
sight. Maybe read up on some simple ray tracer examples, I can't
remember any specifics of the math behind it :)
This is "2 1/2 D" like doom was yes? So you want to test each
interesting plane for an intersection. The planes are the edges of your
cubes, the cubes that are walls. Because its a doom like engine, you
could probably make some assumptions that will speed this up, but don't
do that until youve got it working :)
You work out the vector between player one and player two (this is the
line of sight), then test that vector against each plane in your map
(the walls or edges of your wall cubes, all 4 of them). If you find an
intersection, test the depth. If the intersection is not between player
one and player two, then there is clear line of sight. I think you could
actually stop once you have found the first intersection that is between
player one and player two, since this game is "2 1/2 D". Otherwise carry
on with the next intersection test.
You work out the vector once, then test it against the planes. You treat
one of the players as the origin, it probably doesnt matter which one.
For example, if you decide that player one is to be the origin, and you
find an intersection of the vector and a plane, then if the intersection
is further along the ray than player 2 is, then the plane in question
doesnt get in the way of line of sight, if the plane is closer than
player two, then you have no line of sight.
Even if you do this niavely, it should be faster than your current
algorithm, and it wont fail the edge cases (pun intended :) ), ie it
will be more accurate. As I said befor, I can't remember the math
specifics, but with the ray tracer it was faster to convert the vector
and the object to unit vectors and preform the intersection test rather
than try to do it with the real vector. This involves some simple matrix
multiplication. Keep us updated :)
Jake
Stephen wrote:
I have a 3D game that uses the following algorythm to work out of one
unit can see another (i.e. are there any walls in the way):-
(Note - the map of the game is a simple 40x40 array, and each cell can
be a wall or floor. Unit positions are stored as floats, so they can
be anywhere, not just in the centre of a map square)
1) Work out a line from one unit to another
2) Move along the line, and at every interval, check whether the point
is part of a wall or a map. If its a wall, the unit cannot see the
target.
This does work well in general, but if two units are close together
but round the corner from each other, it can sometimes return true
when in fact there is a corner in the way. I could try increasing the
interval, but this obviously increases the time it takes the algorythm
to run. Does anyone know a better method?
Thanks in advance,
Stephen
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Jacob Briggs
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(Note - the map of the game is a simple 40x40 array, and each cell can be a wall or floor. Unit positions are stored as floats, so they can be anywhere, not just in the centre of a map square)
1) Work out a line from one unit to another
2) Move along the line, and at every interval, check whether the point is part of a wall or a map. If its a wall, the unit cannot see the target.
This does work well in general, but if two units are close together but round the corner from each other, it can sometimes return true when in fact there is a corner in the way. I could try increasing the interval, but this obviously increases the time it takes the algorythm to run. Does anyone know a better method?
Thanks in advance,
Stephen
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-- Jacob Briggs Systems Engineer
- [gameprogrammer] Re: Calculating Line-Of-Sight
- From: Olof Bjarnason
- [gameprogrammer] Calculating Line-Of-Sight
- From: Stephen