Re: Earwax
@44
Reading through the raycast algorithm I found, it seems like it's simply iterating out in a straight line from the player to find stuff that's blocking it. Is that right?
Could I simply do:
x, y = (4, 4)
heading = 0
distance = 1.0
while True:
x, y = coordinates_in_direction(distance, heading)
if object_at_coordinates(x, y) is not None:
# Return object.
Is it really that simple? or am I missing something? I get that coordinates won't always be that simple, and I won't always have the luxury of the player facing absolutely north, but is this the general idea?
Also, are there any specific articles or papers you'd recommend I read on this stuff? I don't expect you to go digging for me, I'd just rather not look at multiple sources on Google - not knowing whether what I'm looking at is good or not - if you have something you personally think is good and informative.
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