Thank you so much!! (:
Great solution! :D
I was thinking about using planes before I came up with this solution, but I was worried it would mean I'd have to check against every tile's plane, or that somehow rotating the camera would ruin it (which it won't). Thinking back on it now, I could've reduced the number of tiles I check bounds with by using the ray's position.
While I'm going to stick with my solution for now, I still really appreciate the insightful comment! (:
Hey, if you find any other ways to do this without colliders/physics I'll be more than happy to check them out :D
But! I don't know the tiles position. My only tool for figuring out the position of the currently hovered-over tile is a ray I can cast out of my camera in the mouse direction. That ray is going to travel above some tiles and below some tiles, if I were to check each point along the ray infinitely.
So for each point I check on the ray, I compare the points "height" with the height of the tile it's currently either above or below (a.k.a the rounded points "height" on the perlin noise map)
Does that make sense? By the way, thank you for your interest Guest (:
Thank you very much, glad you enjoyed it- and sorry for the late reply haha, totally missed the comments. More articles soon! (:
Pretty sure I said it before but I LOVE the sniper rifle on the last character! Looking good, can't wait to see this project when it comes out
DavidCodeAndArt
David joined
Solo developer from Israel making Netherguild.