#rogue-like #fov #2d #field-of-view

adam_fov_rs

A rust implementation of Adam Milazzo's FOV algorithm http://www.adammil.net/blog/v125_Roguelike_Vision_Algorithms.html#mine

5 releases

0.2.0 Sep 23, 2022
0.1.4 May 25, 2022
0.1.3 Jan 14, 2022
0.1.1 Dec 26, 2021
0.1.0 Dec 26, 2021

#1435 in Game dev

33 downloads per month

MIT license

140KB
342 lines

License: MIT Crates.io docs

An implementation of Adam Millazo's FOV algorithm

To use it you must implement the VisibilityMap trait on your map type, or use the built in VisibilityMap2d. Then you can call fov::compute with your map which will populate visible tiles based on the map's opaque tiles.

Example

use adam_fov_rs::*;

// Create a 50x50 visibility map
let mut map = VisibilityMap2d::default([50,50]);

// Set the tile at (15,15) to opaque
map[[15,15]].opaque = true;
 
// Compute our visible tiles and add them to the map
fov::compute([15,14], 5, &mut map);

// The space directly above our opaque tile is not visible
assert!(map[[15,16]].visible == false);

Taken from the "terminal" example

Dependencies

~3.5MB
~97K SLoC