3D line of sight on a 2D map

Right now I’m working on a 2D turn-based tile game with Corona SDK. Its similar to Fire Emblem, XCOM, Front Mission, and other tile based movement games. The problem I’m having is there are multiple levels of height, which makes it difficult to detect the line of sight (LOS) for characters.

Corona SDK supports 2D ray casting to check LOS, but I need to cast rays in 3D to figure out potential movement. So far I have a map API that tells me if a tile is blocked at any x, y, z location. Is there a way to get Corona to cast a ray in 3D and tell me which tiles it hits? Maybe a library I could add? Open to suggestions and ideas as I don’t want to write a 3D raycasting algorithm from scratch if I don’t have to.

I’m currently just beginning to implement line-of-sight in a 2D tiled environment. Unfortunately I don’t have the luxury of using Raycasting from Box2D because the engine I’m using (MTE) doesn’t currently support physics.

There’s been a lot fo talk about Bresenham’s Algorithm, which I’m currently looking into - don’t know whether you’ve had the chance to check that out, or whether it even would help your situation. Would be interested in maintaining a conversation about this subject though.

I’m currently just beginning to implement line-of-sight in a 2D tiled environment. Unfortunately I don’t have the luxury of using Raycasting from Box2D because the engine I’m using (MTE) doesn’t currently support physics.

There’s been a lot fo talk about Bresenham’s Algorithm, which I’m currently looking into - don’t know whether you’ve had the chance to check that out, or whether it even would help your situation. Would be interested in maintaining a conversation about this subject though.