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Initially I focused on the line-of-sight calculations by adding additional raycasts to test edges of bounding boxes, but this didn’t resolve pop-ins. My second attempt involved expanding the bounding boxes in an attempt to capture future actions, but the line-of-sight checks were still fundamentally too pessimistic (biasing towards negative results to avoid false positives). The third and bitiş attempt was a mixture of the “looking into the future” of the second attempt, combined with occlusion-based culling to replace the unreliable raycasts. Line of Sight Calculations

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There are still a few optimizations I’m looking forward to making - the Fog of War system is a ortam that will continue to improve bey we get new information.

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would derece. This category of bugs was common and happened when the game system handled its own network messaging and state management. This pattern happened frequently during prototyping because it allowed systems to be built in parallel, so the experiments being done on Spike-related content wouldn’t get in the way of infrastructure work or security systems like Fog of War.

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My second iteration was significantly more successful. I made the raycast look into the future by expanding the actor’s bounding box by the actor’s velocity multiplied by a “look ahead” time which was bigger than here the expected ping time.

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