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Sep
17
comment Implementing fog of war in opengl es 2.0 game
Your second suggestion seams a little too far fetched for me but i liked this: "For every movement of your player,you can check for all the vertices if they are within the range and blend the shadow color. I don't think that would slow down the game even for a dense grid." But there are always moving units in my game, so I would be doing this every render?. This may very well be a valid solution, but isn't it equivalent to sol 2 I presented?. However I'm afraid it could drop FPS for the level of detail I want...I'm trying to make a simple,but beautiful game.
Sep
17
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Sep
17
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Sep
17
comment Implementing fog of war in opengl es 2.0 game
@Slashwat I think you got it wrong. I already got the logic behind which units are visible to the player. What I'm asking here is merely a visual effect [the shadowing you are talking about]. I reformulated the question.
Sep
17
revised Implementing fog of war in opengl es 2.0 game
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Sep
17
asked Implementing fog of war in opengl es 2.0 game
Sep
17
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