Calculating which tiles are lit in a tile-based game (“raytracing”)
The roguelike development community has a bit of an obsession with line-of-sight, field-of-view algorithms. Here’s a link to a roguelike wiki article on the subject: http://roguebasin.roguelikedevelopment.org/index.php?title=Field_of_Vision For my roguelike game, I implemented a shadow casting algorithm (http://roguebasin.roguelikedevelopment.org/index.php?title=Shadow_casting) in Python. It was a bit complicated to put together, but ran reasonably efficiently (even in pure Python) … Read more