Gray wrote:What about seing whats behind walls? Or even behind other tall objects such as trees?
I wonder how the game would be like if it had a field of vision working like this:
https://www.youtube.com/watch?v=0OXvIj8l5SkI presume it would be impossible to code due to prevalence of custom clients and im not even sure it would be fun, unless you had movement sounds for all creatures.
Great game! Loved it.
Unfortunately
If it is client-check only - all kinds of radars will appear to show privileged players things that others cant.
If it's server based - it means checks should be done for each movement of each player.
I'm a little bit out of context but
Regarding seeing around player when it is behind a wall there was a nice way of adding 'always visible' circle around a player. 1.5x-2x of player size. It is rather safe to do on client since doe not give an opportunity to make radar software.
Regarding seeing inside houses you can check Arcanum screenshots. Server-wise objects render-list can be separated to 'inside' and 'outside' ones. For outside server already does distance check to build a renderlist. For inside it can be 'house-id' check.
And no, you cannot mess with network packets to see what's inside a house far from you.
Because, AFAIK, client does not send player position to server. It sends 'move' and destination to move there while server on next 'tick' sends new player position back to client