Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Polygonal view cones for Adventure  (Read 228 times)

DPh Kraken

  • Bay Watcher
  • [PRONOUN:she:her:herself][PRONOUN:it:its:itself]
    • View Profile
Polygonal view cones for Adventure
« on: October 26, 2024, 07:56:33 pm »

The current occlusion system in graphics adventure is as functional as it can be, without displaying tile memory. However, it currently has to interpolate tile-by-tile to get its current effect. Since the game already does the trigonometric angle calculations to determine visibility, those could be sent to the renderer to generate smooth cones and curves of occluded space.

The shader could respect the pixel resolution of the fuzzy border already applied to the darkness borders we have now.

Here is a hasty mock-up of this idea, showing how a ray might look (without pixel borders). The tiles that would be fully occluded should display their last known appearance, but this is not known in all cases.
« Last Edit: November 04, 2024, 09:08:38 pm by DPh Kraken »
Logged
[CHEESE_PLANT] and [CHEESE_GRAPHICS] biggest fan
My mods:
Language & symbolsMiscellanyGraphics resourcesPseudo-ASCII

jecowa

  • Bay Watcher
    • View Profile
Re: Polygonal view cones for Adventure
« Reply #1 on: October 26, 2024, 09:42:37 pm »

I don't understand the technical polygon stuff. Are these partially-visible tiles? Why are there polygons on the border instead of straight lines and a smooth circle?
Spoiler: lines and circle (click to show/hide)
Logged

Egan_BW

  • Bay Watcher
    • View Profile
Re: Polygonal view cones for Adventure
« Reply #2 on: October 26, 2024, 10:47:47 pm »

For gameplay reasons, it should always be made clear to the player whether a tile is visible or not. Drawing the view cone through the middle of some tiles sacrifices that clarity.
Logged
I would starve tomorrow if I could eat the world today.