On 03/03/14 22:57 , David Damerell wrote:> Quoting <
carlm...@gmail.com>:
>> Hopefully I have made some amount of sense and someone will know of
a better
>> way to handle this issue.
>
> I have wrestled with something similar in our almost entirely
> non-developed roguelike.
>
> The approach I took was not to mark sides of walls as lit - a wall has no
> light levels, not even temporary ones, in and of itself. Instead light
> sources light non-wall tiles only. The LOS algorithm then, when it
finds a
> wall, looks back at the tiles that the player might be looking "through"
> in order to see the wall; the light level of the wall is the highest
light
> level of the subset of those tiles that the player can see into (which
> implies that they are not walls themselves).
>
> There are some edge cases but I'm afraid I forget what they are.
>
If you walk along unlit corridor toward corner that turns to a lit
part of a corridor, with that logic corner wall will suddenly become
lit once lit tile next to it become visible.
IMO sudden changes of lightness are even worse that not so realistic
lighting.
I tried to play with proper lightning of walls in wq, but in the
end I left 'lit from the other side' walls as they are.
When you can see as monster with light source walks along the other
side of the wall, it adds something good to atmosphere (IMO) :)