I'm currently developing a 2D top down game and recently implemented clipping.
I understand clipping in a 2D top down game as rectangle or any other geometrical form which defines a viewport for the player of what exactly he sees and what is technically rendered from the engine. As I'm centering the clipping area around the player I recognized that it is similiar to the fog of war concept. So the player has a limited view perspective depending on his current position.
My questen is what is the concrete difference to the fog of war concept? Is this concept usually using clipping? I often recognized that for example the map is rendered but simply not the objects which are on that map. Are these objects rendered and simply invisible or are they not rendered at all because of the clipping? Could clipping be defined as a way to achieve fog of war?
Would be cool if anyone could shed some light on this topic.