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LOS, LOF, units, and you!


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Originally posted by W1ll1am:

iLikeThisGame,

another way to tackle LOS tables is to store for each spot, for several directions (or pizza slices) from that spot the distance to which LOS extends in the best case.

With this, you establish whether's a likely LOS/LOF for a pair of units u1 and u2 as follows:

- los(spot(u1), dir(u2, u1)) >= dist(u1, u2) && los(spot(u2), dir(u1, u2)) >= dist(u1, u2)

If this expression returns false, you're done. Otherwise, you perform a LOS check (and take into account all dynamics such as vehicles, smoke, vegetation, posture, etc.). Total: 50x50x2 table lookups (worst-case).

The downside of such an approach (and the downside of LOS tables in general) is that it is expensive to repair these tables when obstacles (buildings, etc.) are removed.

William

ref: http://www.cgf-ai.com/slides_gdc2005.html slide 38

just a note

to make that link work the comma needs to be removed smile.gif

web page in link above, its from a slide show from a video gamers conference..

[ October 08, 2007, 03:15 AM: Message edited by: aka_tom_w ]

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  • 3 weeks later...
Originally posted by aka_tom_w:

has everyone read this thread at least once?

Point me to information in this thread which is actually concrete and useful in any way. I mean, apart from the fact that action points are mentionend.

There are better threads floating around which are very much to the point, and ask very specific questions, and still do not attract any statement from BF.C.

So resurrecting this one does not help awfully much, does it?

Best regards,

Thomm

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