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URF currently uses a raycasting method for calculating line of sight and field of view. This can be found in Assets/Scripts/URF/Server/FieldOfView/RaycastingFieldOfView.cs. However, raycasting is slow and performs duplicate work. We should eventually move to a recursive shadowcasting implementation.
URF currently uses a raycasting method for calculating line of sight and field of view. This can be found in
Assets/Scripts/URF/Server/FieldOfView/RaycastingFieldOfView.cs
. However, raycasting is slow and performs duplicate work. We should eventually move to a recursive shadowcasting implementation.See this article on RogueBasin for information.
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