Exitus – Reactive pathfinding & FOV

The last week has been mostly spent working on two core mechanics. Although both could still do with some tidying up, they’re both functional.

Reactive Pathfinding

The idea behind reactive pathfinding is that the character will keep checking their path as they progress down it to see if the route can be optimized. The result will therefore be a shorter path and hopefully one which looks more natural.

Field of View

Field of view is a key mechanic so the characters can see enemies and know how to remain hidden. The method was completely changed from the original. Instead of doing a periodic check along an angle like what was originally used, it now uses a line intersection check to see where the ray hits a wall. This will give a smoother line next to walls.

Original FOV


What’s next?

Well now the field of view is in place the next step is to add in the mechanics of what to do once something is seen. This will be the beginnings of adding in some sort of simple behaviour to the characters.