Field of vision algorithm intended for use in roguelike games. Based on Brensenham's digital line algorithm.
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Updated
May 8, 2017 - C++
Field of vision algorithm intended for use in roguelike games. Based on Brensenham's digital line algorithm.
Enhance your Unity games with this versatile First Person Camera Controller. Perfect for FPS and exploration games, it features adjustable mouse look, dynamic FOV, head bobbing, and camera sway. Easy to integrate and customize for immersive player experiences. Ideal for Unity developers seeking a robust, user-friendly first-person camera solution.
Ascending Hierarchical Classification for Camera Clustering Based on FoV Overlaps
Prototype to simulate player's line of sight using Universal Render Pipeline
Shadowcasting for calculating FOV in grid-based games
Commandline converter utility that supports a wide range of conversions
Simple Tool For Kaf Village Game, designed to enhance your experience in the game.
A straightforward implementation of Mingos' Restrictive Precise Angle Shadowcasting (MRPAS), a common roguelike Field of View (FOV) algorithm, in C++. Lightweight, headers-only, drag-and-drop into your project. Based on MRPAS code written by Dominik Marczuk and posted on Umbrarum Regnum.
Change the FoV of Sea of Thieves to 120 degrees (Linux only)
Uses Phong illumination
A collection of field-of-view/line-of-sight algorithms designed for tile-based games.
A simple Resident Evil ReVerse tool, designed to enhance your in-game experience.
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