# ARCHIVE - SS3D Dev Post #6 ## FoV In SS13 your character is always positioned right on the center of a tile, so you can actually look around the corners. Even though map in SS3D is a grid, your character can move freely, which changes the FoV of your character accordingly. After several failed attempts I found an algorithm that fits all conditions - it is used in rogue-likes and is called ***Permissive Field of View***. In addition it could be tuned to enable symmetry, which means whenever you can see someone, it also sees you, which is important for gameplay. A simple ingame map editor is in progress, writing turf preview rendering code took a lot more than expected. It also could be used for item placement. ## Fog of War Fog of war effect in recent video was made from the scratch, since the one featured in prototype was no up to coding standarts, was pretty slow and also didn't felt right (you can compare with previous video) Even if a cheater manages to remove Fog of War, they won't see anything beneath it, it is also pretty robust, also items won't suddenly appear out of nowhere if characters moves too quickly. ## Entity quering improvements I managed to improve performance of entity search within a radius, which used a native Unity tool before (that wasn't made to handle a lot of entities which we gonna have in future). There's still a lot of room for improvements though.