GMS 2 Creating a Field of View

Discussion in 'Tutorials' started by Michael McMullen, Oct 3, 2019.

  1. Michael McMullen

    Michael McMullen Member

    Joined:
    Nov 4, 2017
    Posts:
    45
    GM Version: Gamemaker Studio 2
    Target Platform: N/A
    Download: N/A
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    Summary:
    Using a combination of lengthdir_x/y we can have any object shoot a ray out of their position and check to see what is in front of them, or beside them. We can transform this into a field of view and determine if we find a player object, or solid wall.

    You can use this strategy to create walls that an enemy could not see through, or create a "window" where their vision could see through.

    Video:
     
    johnwo and RichHopefulComposer like this.
  2. RichHopefulComposer

    RichHopefulComposer Member

    Joined:
    Jun 20, 2016
    Posts:
    1,380
    Nice tutorial. Thanks, MM!
     
  3. johnwo

    johnwo Member

    Joined:
    Jun 20, 2016
    Posts:
    239
    Nice tutorial!

    The raycasting could be optimized by using collision_line. If a collision is found, simply use collision_line again, cutting the line in half every time, until the point of collision is found.
    Essentially a binary search; it would cut the worst case time down from O(n) to O(log(n)).
     
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