Author Topic: fog of war and limited visibility  (Read 540 times)

daydreamer

  • Member
  • ****
  • Posts: 942
  • watch Chebyshev on the backside of the Moon
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
Quote from Flashdance
Nick  :  When you give up your dream, you die
*wears a flameproof asbestos suit*
Gone serverside programming p:  :D