NezuHimeSama Posted June 4, 2022 Share Posted June 4, 2022 Line of sight for obstruction by objects and enemies is very janky, and can break what should be useful abilities or weapons. Also, line of sight for terrain is very buggy as well, and can be blocked by blades of grass, liquid, and just plain nothing at random. I recommend making a separate blocking mesh set for each tile that can be used for line of sight requirement, as well as various other "fast and ugly" calculations for targetting and hit detection, such as bounced projectiles, consisting only of simple geometry. I also recommend either completely removing line of sight's consideration for enemies and objects, going only off the basic targeting mesh, or including a diamond shaped mesh inside of each enemy specifically for it's capacity to block line of sight, squashed appropriately. Just 8 triangles bound together in various squashed and stretched states, as determined by 6 points at the peak, base, and each side of the enemy, with discretion towards a smaller blocking mesh. This could not only make weapons and powers more consistent, but also free up valuable calculation resources. As an additional note, many stage fluff decorations should not be included in line of sight calculation. Link to comment Share on other sites More sharing options...
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