Any ideas on fog of war?
I got suckered into joining a game "company" and by some weird twist of reasoning I was made the lead programmer. The company is working on a strategy game (just what the world needs...hehe) so I''m trying to design an engine for it. Last night I got a mid-sized map going (64x64 tiles) and I added a mouse cursor so you can scroll around and click on things, I put one unit in there to test if he could move around using mouse clicking, and lastly I put in a minimap that overviews the whole map. A basic feature that almost all strategy games have is fog of war, but since I''ve never made a strategy game I''m wondering how to implement a good fog of war system that doesn''t look like crap. Any ideas?
Oh yeah, and I''m not going to buy that book Real-Time strategy game programming or whatever it''s called. I''m broke!
Thanks,
Al
Alexbigshot@austin.rr.comFoolish man give wife grand piano. Wise man give wife upright organ.
February 20, 2000 10:02 AM
check this ...
http://www.antimeta.com/projects/rts/fog.html
damn, can''t remember my login ...
http://www.antimeta.com/projects/rts/fog.html
damn, can''t remember my login ...
You wouldn''t want to get that book anyway. Fog of war is one of the *many* things that the author mentions, but doesn''t implement in code.
Note to anyone who would think about buying that book: Check out Amit''s site. It contains as much information as the book does (plus more), but it''s better organized and free.
You can find Amit''s site here: http://www-cs-students.stanford.edu/~amitp/gameprog.html
Josh
Note to anyone who would think about buying that book: Check out Amit''s site. It contains as much information as the book does (plus more), but it''s better organized and free.
You can find Amit''s site here: http://www-cs-students.stanford.edu/~amitp/gameprog.html
Josh
Joshhttp://www.jh-software.com
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