Line of Sight Performance Improvements

Posted in EpicTable Blog, EpicTable Development on July 7, 2009 at 3:18 am

Just a quick status update: I’m continuing to tie up loose ends in preparation for an alpha release. One of those is the performance of the line of sight engine. This is the set of algorithms that collectively make up what I’ve been calling EpicTable’s “TrueVision”.

Some of you may recall from the demo that updating the player’s view after a character move took 2-3 seconds, which is somewhat obnoxious. I’m happy to say that I’ve halved that already without doing anything too exotic. Moving light sources needs a similar boost, and I need to reevaluate my nightmare scenario: open field, high noon, single tree with a goblin hiding behind it.

I realize one could spend the rest of one’s life messing with vision calculations, and I have no intention of doing that. It’s getting close to good enough.

Keen observers will note that I’ve implemented support for top-down tokens since the demo as well. (Thanks to DevinNight of Four Ugly Monsters for the use of the token!)

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