[futurebasic] very complicated pixel stuff & concepts

Message: < previous - next > : Reply : Subscribe : Cleanse
Home   : July 2000 : Group Archive : Group : All Groups

From: "Peter Dempsey" <theviron@...>
Date: Tue, 11 Jul 2000 18:29:02 CDT
Moving right along, I have another problem that is so complicated in its 
nature that I am not sure I can even adequately explain it.  I am planning a 
realtime RPG (unlike my past couple projects where I just sort of dove into 
them without planning out the "engine" or anything).
Its going to be made with flat, overhead pictures (well, hopefully at a 
slight angle to give some illusion of 3D).
   The problem comes in with trying to figure out sight.  I need to be able 
to set some pixels to black because you can't see them.  I don't want simply 
to place a black square on every block you can't see (its going to be made 
of blocks, I haven't yet decided how big, but you move in pixel ammounts, 
not from block to block).  For every opaque object I could determine the 
angle from you to its top and you to its bottom.  That would give me an 
angle range to shade out, but I have no idea how.  I attached a small 
picture example.
    This does bring up a bunch of problems.  Even if I could make all the 
pixels black in that angle range, I bet it would slow the computer down a 
bunch.  I might just end up finding the angle from you to every block on the 
screen and blacking out the ones that are past opaque objects.  Basically 
the same as I was hoping to do, except that it would do it by block instead 
of by pixel.

   Thanks for reading and thinking about this!  ANY suggestions would be 
very welcome.


of course, the easy route would be to simply ignore sight, which I also 
might do...


________________________________________________________________________
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com

Attachments: