I am José Antonio Prieto, student of the Bachelor’s Degree in Video Games by UPC at CITM. This content is generated for the second year’s subject Project 2, under supervision of lecturer Ricard Pillosu.
On this research of theory and code, i tried to compact the most relevant information that i found after a lot of internet diving. I explain the most used approachs of Fog Of War on some succesfull videogames, why uses them and how implement the selected approach capable of:
- Smooth Fog of War.
- Put players with providing visibility sight based on radius.
- Put example "Wards" that provides visibility on larger area with life time.
- Capable of hide desired game entities outside player visibility sight range.
- Manage multiple spots of visibility without uggly hacks and workarounds.
You can found the full article on this research website
- Download executable demo from here
- Unzip the downloaded file.
- Execute the .exe inside the uncompressed folder.
- Mouse left click: Put new players on desired position
- Mouse right click: Put wards that provides you a larger visibility zone on desired position.
- Keyboard W,A,S,D:: Moves instantiated player/s.
- Keyboard UP,DOWN,LEFT,RIGHT: Moves camera around.
- F1: View debug fog tile draw
- Visual Studio 2017 - IDE
- SDL - Development library
- STL - standard c++ development library
- Tiled Map Editor - tile map editor
- Github Account: peterMcP
This project is licensed under the MIT license, see the LICENSE.md file for more details.
Riot Games Article of how they implemented new Fog Of War
Fog of War and 2D grid - StackOverflow
How efficiently implement Fog of War in realtime- Post StackExchange gamedev
Iron Marines Fog of War implementation part1
Iron Marines Fog of War implementation part2
How to implement a Fog of War chunky System
How to implement a Fog of War smooth System
Efficient Fog Of War - GameDev.net
Implementing Fog Of War throught render to texture
Implementing Fog Of War throught marching squares
"Drawing negative circles" how to draw onto texture to simulate Fog of War - StackOverFlow
Neighbour Aware tile selection
Extense list of how comercial games uses Fog of War
Fog of War on comercial games - list -
Gaussian Blurr with linear sampling
The HqX pixel art scaling algorithm
HqX scaling filter more in deepth
Upscaling pixel art with extra smooth quality
Fast circle algorithm- Bresenhams, also "midpoint" circle - StackOverFlow
Bresenham's algorithm - wikipedia
Implementing Fog of War on Unity
Fog of War on strategy games on general