light speed #10
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Could also introduce a kind of "light speed" that shows items ~4 squares away as they were one turn ago?
For example a piece that had just moved into the line of sight last turn at 4 spaces might not be visible? And a piece 8 away that moved two turns ago would just barely be visible?
Would need to store a map of past state in the naive approach a few steps back? Depending on which way they're facing?
Or reduce the compute space by checking only from angles a player is looking? Hmmm
Possibly keep track of X previous moves (where X is the width of the map / 4, and rewind any environmental change, as if it's a game of Snake?
Might be able to optimize if the player is halfway across the map to only keep half those moves, if they're on one side of the map you would need the full length.
Strictly speaking is the move calculation based on the furthest player closest to the edge with the longest calculation? Or can you compute how much light rays to keep around separate for each player?