Turn based strategy system

I’m not using a render target. That would probably also be pretty efficient, but I’m not sure how I would get it to interact with the grid arrays. What I’m doing is closer to raterization, though still pretty different. It’s a combined approach of of a quick tiles in range algorithm and tracing. I also have a much quicker version that only calculates visibility to certain tiles of interest, such as only those containing enemy pawns,which I’m currently using for AI.