How I did fog of war without Physics in Godot - (Concept & Code) : FOW Update Video for RTS Project

Nanotech Gamedev
Nanotech Gamedev
2.3 هزار بار بازدید - 6 ماه پیش - 00:00
00:00 - Intro
00:32 - Fow Examples
05:54 - The Concepts
26:58 - What looks like in Code
55:38 - Outro

So on our previous videos I mentioned that I would be taking care of the FOW to a newer system to not use physics to detect if units are inside or outside of the fow, this video shows how I did it with all the updates, which now is faster than before and does not use distance to check for other units,

We will be working with the concept of generating a FOW texture from a viewport, there are some rules we need to follow to match the 3D map to 2D coordinates inside the viewport as well as setting up the workflow, we need to track our objects in the 3D world back to the viewport and perfom the necessary steps to blend the fog of war against dissolving sprites,

Now FOW on older games usually was done with shaders, however we can also use Godot objects to work it out in another way, with this you should be able to create a nice FOW with decent perfomance, we will be using the pixel color to check when to show or hide objects and also be exploring some options to how to hide 3D nodes,

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6 ماه پیش در تاریخ 1402/11/29 منتشر شده است.
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