Hi all,
I’ve seen and read many articles on the topic above. After reading it, I tried to apply the techniques (e.g. Bresenham’s line algorithm) and got good results. In an flat tile-based or continuous environment, the line of sight works great. However, on isometric tile-based environment I face accuracy issues. I applied the same concept (exact same as flat tile based) but due to the perspective there are some problems.
For example, the character and the enemy are in linear view but the projection of the line of sight is not straight (staggered map) and this caused the line to hit something out of the linear view.
I am guessing I need to compensate for the rotated view etc. But I am quite unsure how to begin or if other issues will rise. Does anyone have experience on this and willing to share? How different is a flat tile-based line of sight algorithm from isometric one?
Regards,
darnpunk