

Off we pop then, and until next time!



RT



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I’ve been working on Field of view calculations for the survivors. The math itself is pretty simple, just some right angle triangles and Torque ray-casting, though working through it in my head was a bit confusing. I’m sure there is a far more efficient algorithm on stack overflow somewhere, but doing it from scratch is always super rewarding. Optimization and being a little smarter with class data was a big part of the week as well.



Also starting looking at Torque2Ds GUIs. I don’t want to turn this into a bitching session, but Torques documentation leaves something to be desired. Fortunately, example toys are usually sufficient to get me most of the way, but the GUIs in particular were difficult to work through.



In any case, prototyping progresses at a rapid pace, and my comfort factor with Torque is rising. Realtime and I entertained the idea of switching to a new engine for a time, but I think the worst of the learning curve is over. I’ll leave you with this new image, of a Field of view and line of sight demo: