Well, the world is destructible, so when there is a small hole (of dynamic size) in a wall, then a enemy bot should really only see the player, if there is no rubble blocking the path.
Meaning tiles are waay too big for my simulation and raycasting the most straightforward way, also some enemies can evade projectiles and obstacles, but also have to scan them first.
And it works already the way I want it. It could just be more performant, so more details and realism would be possible.
And it works already the way I want it. It could just be more performant, so more details and realism would be possible.