Roland
Roland
The following paper can also serve as reference: _A fast voxel traversal algorithm for raytracing_ ([direct pdf link](http://www.cse.yorku.ca/~amana/research/grid.pdf))
@mtdowling , @vadi2 : Can you please provide some sketches explaining the problem you are running into and the expected behaviour ? It'll help, thanks.
Thanks for all those details @vadi2, a) _Room-based locking_ Should't this be solved by setting the underlying tiles as unwalkable ? b) _Exits-based locking_ This is something I tried in...
Maybe @elihugarret can help us here with some nice suggestions ?
Excellent post, @adonaac. Can I link it into my [class implementation](http://github.com/Yonaba/30log)'s README ?
Seriously, @adonaac , don't laugh, but have you considered submitting this writeup to [gamedev.net](http://www.gamedev.net/page/resources) ? Also, I am very happy my [delaunay](https://github.com/Yonaba/delaunay) implementation served well your purposes. I wrote it...
@adonaac, very good post and very learningful. I was about to suggest something the same enhancement @TimelyToga mentionned. But anyway, very good post, as usual. I am sharing this on...
@jonbash, sorry for that, really. Actually, that was a change requested by many users; I also felt the need to make this change. It is much cleaner now. However, I...
Wonderful blog post, @adonaac ! Keep them coming!
Nice, thanks sharing!