Possible solutions for field of view?

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A very simple to set up ZElevation based depth of field system for your game. Fully commented.
  • Hi again.

    So, my little project is coming along nicely, the foundations are in place for my top down adventure/action game. Just a few things that have been bothering me lately quite a bit:

    I was thinking of trying to implement some kind of field of view- cone for my player character. I tried the shadow- method ive seen around here and it actually works just fine. the problem is, id like to have some destructible walls in my project and thats where im having issues. is it at all possible to update the shadowcaster's shadow collision mask when running the project?

    Because of this, i started thinking of different ways to implement the "view cone". I was thinking of erase effect on many objects that are fired out in the form of a cone, which would be destroyed when they collide with solid (to explain roughly). Problem here is that the object/instance count would take a big hit. Now, i ask: has anyone managed to make a dynamic field of view that isnt too demanding but still rather effective?

    As a bonus question, regarding the blurmask effect:

    Is there any possible ways to make the object that has the blurmask effect have a blurred edge? Because now it seems that the effect only has sharp, clear cut edges and doesnt recognize alpha, which is kind of ironic. <img src="smileys/smiley1.gif" border="0" align="middle" />

    So, heres all i had really. Sorry for the wall of text, just wanted to explain everything as well as i could.

    I would really be happy if anyone can offer some insight on these issues, thanks.

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