Geometry of Hiding: Generating Visibility Manifolds
Understanding what a character observes in a game as they move through the space is useful for game analysis and design. In this work we describe a tool that generates visibility manifolds given a game terrain and game agent path. Our tool accommodates multiple kinds of game agent motion and considers the impact of visual occlusion in order to efficiently generate a closed 3D mesh representation of the area seen over time. The resulting shape demonstrates unintuitive properties of game agent observations, and an efficient Unity implementation allows the constructed shape to be used in interactive game design.