Author Topic: fog of war and limited visibility  (Read 1311 times)

daydreamer

  • Member
  • *****
  • Posts: 1635
  • building nextdoor
fog of war and limited visibility
« on: March 17, 2019, 01:44:22 AM »
"fog of war" as in old starcraft/warcraft and limited visibility to see enemies in a circle around your Player character
wouldnt it be easiest to render entirely in a huge backbuffer+offscreen surfaces and blit only the visible part of terrain to screen
1:sort out enemies outside visibility circle
2:limited visibility of enemies is to use ARGB,alpha channel from offscreen surfaces to control partial visibility

its good for a game to be more fun to explore new areas and make it more challenging to not knowing whats behind the corner, dead ends and/or enemy ambushes,also could be fun to find terrain that is good for an ambush before enemy
SIMD fan and macro fan
why assembly is fastest is because its switch has no (brakes) breaks
:P
only in 16bit assembly you can get away with "Only words" :P