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3d terrain always comes with a cost: Objects get obscured behind cliffs, so the player needs to rotate the camera to maintain situational awareness. This takes time and disorients the player. They end up fighting the camera more than they fight the enemy. So before you add height levels just for the heck of it, consider how much it adds to your game in ...


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The two options I see are to record per-player visibility flags within the grid points themselves, and then (somehow) update those flags each frame... This seems like the right answer to me. Store whether or not each player can see each grid point. Updating the map can actually be very simple and efficient. You presumably already update each unit. When ...


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I think, that's work for influence maps. It's almost your first option but in more common interpretation for AI in games. Influence maps presents all your map with grid in some specific structure. For each cell you save some value and periodically update it. In your case, you can save last_seen_time as value. So, when you'll iterate scrap to find new target, ...



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