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Questions tagged [fog-of-war]

Fog of war refers to mechanics that limit the information presented about a game space and its contents, based on which regions the player's agents can currently observe. This is common in strategy games, where the player can only see enemy units when they pass within the vision radius of an allied unit, and changes to the map (eg. construction/destruction of buildings) are only visible once observed by an allied unit.

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How to determine if and when a point and triangle moving uniformly will collide?

TLDR; I just learned this problem can be simplified to: How to determine the time at which a uniformly moving point will intersect with a stationary triangle? Also, how to figure out the time when ...
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How would I create a shadowy “Fog of War” effect in Game Maker Studio 2?

You know if you ever played "StarCraft," as you explore the map it's dark until you go to that area. I am trying to replicate this effect in Gamemaker studio 2. I want to create a shadowed area ...
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What is the relationship between clipping and the fog of war concept?

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 ...
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Performant Fog-of-War With Sight Blocking in Unity

In games like Command & Conquer or Age of Empires, players can't see all of the map. Terrain and enemies are revealed only when the player has soldiers nearby. As I understand it, the most ...
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Dissolving fog of war when entering a room

I want to achieve a similar effect to what you see in the following clip from Enter the Gungeon. When a character enters a new area, I want a dissolving fog of war which begins dissolving at the ...
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Fog of War in Unity

I know that my question will not fall into the type of questions normally asked here (no coding presented). I just need some tips and advise on how to proceed (e.g. pipeline or something). I'm making ...
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How can I create a fog-of-war based on character line of sight mesh and a shader?

I've a 3D-game using perspective view, through raycasting, I create a mesh that represents the line of sight of my characters. I'm looking for a way to "darken" (think old-school Fog of War - ...
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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, and plan for every unit on the field to have circular vision up to a certain radius. My first ...
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How do I mask a height based fog?

I've been trying to implement a 3D (with the Y axis being utilized) fog of war system similar to what XCOM uses. There is only one hint that really seems to nail it, but I can't read the actual ...
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Implementing black map in a 3d game

I am struggling with designing black map and fog of war in a 3d game. Black map is the area that player hasn't explored (completely unknown), while fog of war is the area that player has explored and ...
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anisotropic fog of war

Here I am not talking about how to render fog of war, but how to model exploring of terrain in a more sophisticated way. In a straight-forward approach, terrain explored by a game unit is simply ...
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Efficient way to implement fog of war on a 2D grid with multiple actors

Lets say you have a 2D grid of tiles 100x100 and each tile can toggle fog on/off. To initialize the map you draw the tiles and toggle fog ON for each tile. Now drop a single actor on the grid and use ...
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Efficient fog-of-war visibility searching

Every game I look into that uses fog of war tends to have the AI ignore fog of war completely. I'm starting to see why. I have a RTS game I'm working on, with lots of units moving around. All units ...
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How to implement efficient Fog of War?

I've asked a question how to implement Fog Of War(FOW) with shaders. Well I've got this working. I use the vertex color to identify the alpha of a single vertex. I guess the most of you know what the ...
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How to implement Fog Of War with an shader?

Okay, I'm creating a RTS game and want to implement an AgeOfEmpires-like Fog Of War(FOW). That means a tile(or pixel) can be: 0% transparent (unexplored) 50% transparent black (explored but not in ...
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draw fog of war using shaders

I am making a RTS game, and I'd like some advice on how to best render fog of wars, given what I'm already doing. You can imagine this game as being a classic RTS like Age of Empires 2, where the fog ...
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Fog Of War - Is looping over every tile inefficient?

I'm trying to optimize my static FOW code for my 2D tile-based game and the bottleneck seems to be in the rendering of the fog (rather than the circle drawing algorithm or other aspect of the code). ...
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Implementing fog of war on HTML5 canvas

I have been wrestling with creating fog of war for a while now. I actually did create it, but I consider the implementation too resource-heavy to be usefull. For initial information: I use createjs / ...
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Implementing fog of war in opengl es 2.0 game

Hi game development community, this is my first question here! ;) I'm developing a tactics/strategy real time android game and I've been wondering for some time what's the best way to implement an ...
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How do I implement fog of war in a tile-based game?

I have created a 2D Tile Based game. The game has a single path that the sprite can move on. I want to create to make the entire screen black except for where the sprite is. The sprite has commands ...
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How can I create gradiented Fog of War?

I'm creating a top down 2D RTS game for educational purposes. Currently, I'm really just copying Starcraft's design/ideas. I've decided I should probably implement Fog Of War too. My expectations: ...