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


New 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.

Exitus – 2019

It’s been a while since working on Exitus but it started playing on my mind over Christmas as to why it was abandoned. The main reason was due to the time to take fixing bugs and not progressing, these bugs were mainly due to trying to build something too quickly and the structure becoming difficult to maintain.

It was therefore decided to reign back some of the features for now and rework them. It also allowed me to familiarize myself with something I had been interested in for a while, WebGL.

After building up the core groundwork for WebGL I began incorporating previous pieces back into the new version.

So far the city generation is in place but limited to just one block, there’s also no internal structure which was one of the pieces which needed the most fixing. The path finding is also in place but being worked on again to give it some well needed improvements, the main being implementing reactive path finding to make it look more natural.