A Rust implementation of Adam's FOV algorithm
roguelike_fov = { git = “https://github.com/ztry8/roguelikefov” }
use adam_fov_rs::*;
// Create a 50x50 visibility map
let mut map = VisibilityMap2d::default([50,50]);
// Set the tile at (15,15) to opaque
map[[15,15]].opaque = true;
// Compute our visible tiles and add them to the map
fov::compute([15,14], 5, &mut map);
// The space directly above our opaque tile is not visible
assert!(!map[[15,16]].visible);