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Question by RonanSmithDev · May 18, 2018 at 05:12 PM · 2dshaderraycastingtilemaproguelike

Player Line-of-Sight Visibility for Tile-Based Top-Down Game

I am trying to develop a player line-of-sight system for a top-down game similar to the system "Teleglitch: Die More Edition" uses. I thought about using the common method of using black cubes that extend beyond the camera to give a fake effect of line-of-sight, however, this would make map creation tedious in my scenario. I have also tried to follow this tutorial miniseries on field of view visualization but many people in the comments have struggled to port this code over to a tile-map 2D based project instead of just top down 3D.


If someone could explain how to achieve this effect, I'd be very grateful, every online tutorial I have found so far only covers the theory behind it and not the actual implementation. I am not the best programmer, I'm not new to it either, but I am new to 2D projects.


Any and all help appreciated, thank you!

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