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

Improved Area Lighting in WebGL & ThreeJS

NOTE: three.js now supports THREE.RectAreaLight. This answer pertains to legacy versions of three.js. Your approach of using the point that maximizes the dot product is fundamentally flawed, and not physically plausible. In your first illustration above, suppose that your area light consisted of only the left half. The “purple” point — the one that maximizes … Read more

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