Strict Field of View
What is Strict field of view?
Strict field of view is a way to implement Field of Vision. In this algorithm, a destination square is visible if the line from the center of the source square to the center of the destination square is unobstructed.
Advantages
- Easy to implement
- Symetric, emphatises with ranged combat
- Strict, enforces stealth
Disadvantages
- Strictness obstruct room corners when walking close to walls and make possible to see isolated squares (looking through a diagonal wall for example).
- It’s sometimes possible to predict a tile is not a wall even if not seeing it properly.
How do I implement it?
What games use it?
My upcoming roguelike sure do. ;D