I’ve been looking for a viable Fog Of War solution for some time now and I’m having doubts about how I should tackle implementing such complex feature in my project.
I’ve found some great tutorials on YT how to do it, one in particular seemed decent enough, that I decied to implement it in my test project, and it wasn’t too dificult:
It uses tick events (on every unit that belongs to player) and i’m concerned about performance hit it will generate on my project (i think my game will have 50 units at most), i’m not sure if I should be worried about it, or maybe I’m overthinking it right now (it’s for my hobby/indie project i always wanted to do, which I would like to eventualy release to public sometime in the distant future).
Maybe there are some smarter ways to make fog of war, I was thinking about maybe generating some static meshes that look kinda cloudy and opaque over the map (lots of them side by side) and just destroy them as units intersect with some invisible collision sphere attached to them - that would probably be less of a performance hit and maybe even better looking than just black “classic” style fog of war. There’s even tutorial on YT that has similiar fog of war.