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AndyStobirski avatar AndyStobirski commented on August 29, 2024

Hi there and thanks for the message. It's been a while since I looked at this code to be honest.

Seeing through diagonal corners is intended behaviour due to how the rays emanate from the observer. I suppose if one where to check diagonal rays as they are emitted and look for the presence of two filled cells and stop building the ray at that point. The position of the filled cells would obviously vary depending upon the direction of the emitted ray.

That's all I've got at the moment, but I'll revisit this when I have more time.

from roguelike.

Stakker avatar Stakker commented on August 29, 2024

Hey, thanks for the reply! Yeah... guess I'll dig into it and see if there's an easy (enough) tweak/hack I can figure out.

When it's close to 45 degrees, it's actually not so bad. Especially if instead of these square wall block graphics I have trees or similar objects that make more sense standing alone or diagonally and are not exactly square shaped. (So there's a visual gap in between the tile graphics.)

I guess the worst case is when the view angle gets close to 90 degrees. Seeing a monster at "X" feels a bit weird, for example. Buuut yeah, it's not a show stopper :-)

Leakage2

from roguelike.

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