Posted: 30th Dec 2008 22:06
well thats an intersting approach about Anti Alising..
besides that it could actually be a very accurate method to find that float sight i'm looking for it might be just a bit too much for me as a noob programmer and it might be too much on CPU as Anti Alising takes alot of GPU /CPU time..
my thought now is:
build a Sight Array as before..
but, making it big like a circle here i'll show you:
int Sight [11][11]
{
0,0,0,0,0,1,0,0,0,0,0
0,0,0,0,1,1,1,0,0,0,0
0,0,0,1,1,1,1,1,0,0,0
0,0,1,1,1,1,1,1,1,0,0
0,1,1,1,1,1,1,1,1,1,0
1,1,1,1,1,P,1,1,1,1,1
0,1,1,1,1,1,1,1,1,1,0
0,0,1,1,1,1,1,1,1,0,0
0,0,0,1,1,1,1,1,0,0,0
0,0,0,0,1,1,1,0,0,0,0
0,0,0,0,0,1,0,0,0,0,0
}
so the P is the Player position inside the Grid
depending on its Rotation Angle still don't know how to do that good....
but depending on its Rotation Angle a 1 or a 0 will be in the Array[y][x]
so if it look right , the left side will be 0 0 0 0 0 0
now i still don't know of a way to rorate it currectly..
but thats where i am now.
jason if you have MSN my name nadavros1@gmail.com