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Line of Sight oddity

A topic by Darloth created 44 days ago Views: 70 Replies: 1
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Generally the cover and line of sight drawing seems fine, but I ran into this case on Arroyo where I am unsure it is correct.  Size 1 Everest and Size 1 Grunt Sniper, the book itself is unclear about any specific method of calculating whether something is hard cover or line of sight blocking and such... Here are two screenshots from an isometric angle and also the top down angle.  Hopefully it is replicable if you also think it's a problem.  Sortof related, some sort of line of sight checker hotkey would be lovely, and since that feature already exists for movement, making it something you can hold down while pointing at a given tile is presumably not -too- hard?  I assume this is on the to-do list already though, and certainly not vital for early builds.



Developer

3D line of sight ended up being not-trivial computationally, so we have had to make some allowances for what’s feasible to compute and have deviated from the rules as written in the CRB. The difficulty is that for both the AI and user interface, I need to know “can this 3D voxel see this 3D voxel” for the entire 3D map ahead of time instead of doing an ad-hoc raycast from single point to point like Baldur’s Gate 3 does (which can actually be exploited by clicking a target really fast before their single calculation completes).

I’ve tried to make our faster but less-realistic method reasonable to the eye, but there’s definitely still some rough edges. This one seems fine-ish to me because the snipers on the very edge of vision here, but I agree it’s borderline.