Fog of war, shadows

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chewif
Posts: 2
Joined: Sun Jan 01, 2006 10:43 pm

Fog of war, shadows

Post by chewif »

Hi,

I've had this idea for some time now, but since I have almost no experience in realtime 3D programming, I wanted to know if it seems possible.
The idea is to have a top-down view (cf. GTA1) and to compute which areas are not visible for the player. I thought that lights and shadows algorithms are probably well optimised so here's the idea :

-replace the player (the unit on the ground) with a light.
-render the image to a buffer
-threshold
(-apply some sort of blur)
-use this buffer as a mask for the final render of the scene.

Of course the first render could be done on a simplified scene.

This would be used at first for a small hide and seek game.
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