[gameprogrammer] Re: Calculating Line-Of-Sight
- From: Olof Bjarnason <olof.bjarnason@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Mon, 7 Nov 2005 09:47:18 +0100
On 11/7/05, Matthias Amberg <mylists@xxxxxx> wrote:
>
>
> Hi Stephen
> > 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?
> >
> I am not sure wheter this is a good idea, but what about only increasing
> the interval of your algorythm when players are in fact close, since
> they are close at least the distance to be checked is small, so
> increasing the points measured between the two players shouldn't be more
> intensive than checking across a big distance with less calculated points?
I think you will have a hard time making that work - setting the
parameters right etc. and the implementation will be overly
complicated. And when you're done, you are still not sure whether
you've missed something.
> greetings
> matthias
>
>
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- References:
- [gameprogrammer] Calculating Line-Of-Sight
- From: Stephen
- [gameprogrammer] Re: Calculating Line-Of-Sight
- From: Matthias Amberg
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- » [gameprogrammer] Calculating Line-Of-Sight
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- » [gameprogrammer] Re: Calculating Line-Of-Sight
- » [gameprogrammer] Re: Calculating Line-Of-Sight
- » [gameprogrammer] Re: Calculating Line-Of-Sight
- » [gameprogrammer] Re: Calculating Line-Of-Sight
- » [gameprogrammer] Re: Calculating Line-Of-Sight
- » [gameprogrammer] Re: Calculating Line-Of-Sight
- » [gameprogrammer] Re: Calculating Line-Of-Sight
- » [gameprogrammer] Re: Calculating Line-Of-Sight
- » [gameprogrammer] Re: Calculating Line-Of-Sight
- [gameprogrammer] Calculating Line-Of-Sight
- From: Stephen
- [gameprogrammer] Re: Calculating Line-Of-Sight
- From: Matthias Amberg