For the second year, I had the chance to pick any topic I found interesting and write a technical essay on it. At this particular point, I was very into field of view/shadow casting in 2d games and the assignment couldn't have come at a better time. 
I researched and wrote about two ways field of view can be accomplished: with geometric representation (points and lines) and grid/tile-based representation (think roguelikes), as both are still common in games such as Crypt of the Necrodancer and many top down MOBAs where fog of war is a critical game element. 
I only have the tile-based approach on display, but the geometric approach is talked about in-depth in my essay.
Highlights:
Case studies
Implementations for two methods
Ray intersection, Bresenham's line algorithm
Potential edge cases
Software:
Love2D
Atom
Languages:
Lua
C++
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