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Archived from groups: rec.games.roguelike.development (More info?)
Have been working on my roguelike for a while, and I have a really good
dungeon generation algorithm defined. Time to move on and add
illumination - torches, lanterns, lamps, etc....
Anyone have a good implementation of an illumination algorith?? Not
really worried about the language - I can always hammer it into my code
- as long as it's commented and/or easily decipherable.
Basic hypotenuse formula's seem to work well when firing a weapon or
such, but when I have a large light source - say 10 cell radius -
calculating the path to each of these cells every turn is crippling the
game's performance.
I would really appreciate some constructive help from someone who has
tackled this before. I have read a little about precalculating the path
to each cell from the origin, but I have no idea how to implement this
idea.
Help!!!
And, thanks in advance...
Have been working on my roguelike for a while, and I have a really good
dungeon generation algorithm defined. Time to move on and add
illumination - torches, lanterns, lamps, etc....
Anyone have a good implementation of an illumination algorith?? Not
really worried about the language - I can always hammer it into my code
- as long as it's commented and/or easily decipherable.
Basic hypotenuse formula's seem to work well when firing a weapon or
such, but when I have a large light source - say 10 cell radius -
calculating the path to each of these cells every turn is crippling the
game's performance.
I would really appreciate some constructive help from someone who has
tackled this before. I have read a little about precalculating the path
to each cell from the origin, but I have no idea how to implement this
idea.
Help!!!
And, thanks in advance...