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How is fog of war implemented in RTS games such as StarCraft II or Age of Empires? I'm making an RTS, and plan for every unit on the field to have circular vision up to a certain radius.

My first thought was having a mask that is black for every point except for points close to units, where it is transparent. The masking operation itself is fast in most graphics APIs (e.g. just call mix in a shadercall mix in a shader). The hard part is figuring out what mask to use and how to update it: updating it when any unit moves is very processor-heavy.

Is there any simpler way to manage this type of fog of war?

How is fog of war implemented in RTS games such as StarCraft II or Age of Empires? I'm making an RTS, and plan for every unit on the field to have circular vision up to a certain radius.

My first thought was having a mask that is black for every point except for points close to units, where it is transparent. The masking operation itself is fast in most graphics APIs (e.g. just call mix in a shader). The hard part is figuring out what mask to use and how to update it: updating it when any unit moves is very processor-heavy.

Is there any simpler way to manage this type of fog of war?

How is fog of war implemented in RTS games such as StarCraft II or Age of Empires? I'm making an RTS, and plan for every unit on the field to have circular vision up to a certain radius.

My first thought was having a mask that is black for every point except for points close to units, where it is transparent. The masking operation itself is fast in most graphics APIs (e.g. just call mix in a shader). The hard part is figuring out what mask to use and how to update it: updating it when any unit moves is very processor-heavy.

Is there any simpler way to manage this type of fog of war?

Tweeted twitter.com/StackGameDev/status/806382331468640260
Added some detail: it's not the masking operation itself that's the concern here, only updating that mask.
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Anko
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How is fog of war implemented in RTS games such as StarCraft IIStarCraft II or Age of EmpiresAge of Empires? I'm making an RTS at the moment, and plan for every unit on the field to have circular vision up to a certain radius.

My first thought was having a mask that is black for every point except for points close to units, where it is transparent, but on unit movement the. The masking operation itself is fast in most graphics APIs (e.g. just call mix in a shader). The hard part is figuring out what mask would have to be recalculated, whichuse and how to update it: updating it when any unit moves is very processor-heavy.

Is there any simpler way to manage this type of fog of war?

How is fog of war implemented in RTS games such as StarCraft II or Age of Empires? I'm making an RTS at the moment, and plan for every unit on the field to have circular vision up to a certain radius.

My first thought was having a mask that is black for every point except for points close to units, where it is transparent, but on unit movement the mask would have to be recalculated, which is very processor-heavy.

Is there any simpler way to manage this type of fog of war?

How is fog of war implemented in RTS games such as StarCraft II or Age of Empires? I'm making an RTS, and plan for every unit on the field to have circular vision up to a certain radius.

My first thought was having a mask that is black for every point except for points close to units, where it is transparent. The masking operation itself is fast in most graphics APIs (e.g. just call mix in a shader). The hard part is figuring out what mask to use and how to update it: updating it when any unit moves is very processor-heavy.

Is there any simpler way to manage this type of fog of war?

Slightly more specific. Wording tweaks.
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Anko
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How do I efficiently implement Fog of War in a Real time-time Strategy gamesgame?

How is fog of war implemented in RTS games such as StarCraft II or AoEAge of Empires? I'm making an RTS at the moment, and plan for every unit on the field to have circular vision up to a certain radius from every unit on the field.

My first thought was having a mask that is black for every point except for points close to units, where it is transparent, but on unit movement the mask would have to be recalculated, and itwhich is very processor heavy-heavy.

Is there any simpler way to manage this type of fog of war? Thank you very much in advanced.

Fog of War in Real time Strategy games

How is fog of war implemented in RTS games such as StarCraft II or AoE? I'm making an RTS at the moment, and plan to have circular vision up to a certain radius from every unit on the field.

My first thought was having a mask that is black for every point except for points close to units, where it is transparent, but on unit movement the mask would have to be recalculated, and it is very processor heavy.

Is there any simpler way to manage this type of fog of war? Thank you very much in advanced.

How do I efficiently implement Fog of War in a Real-time Strategy game?

How is fog of war implemented in RTS games such as StarCraft II or Age of Empires? I'm making an RTS at the moment, and plan for every unit on the field to have circular vision up to a certain radius.

My first thought was having a mask that is black for every point except for points close to units, where it is transparent, but on unit movement the mask would have to be recalculated, which is very processor-heavy.

Is there any simpler way to manage this type of fog of war?

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