Most of the tutorials on minimaps simply just have a camera place at the top of the scene, and then have it rendered on a texture. But the problem with this is the minimap is an exact copy of the scene.
In most most games, the minimap are not an exact scene shot of the scene. The map of the scene is represented with graphics.
For example, the actual scene of WOW looks like this:
In its minimap, however, it does not look like the actual real scene.
I know how to get the icons for the different units to show up on the mini map. What I am more concern is how to display the terrain on the map more like the way the minimaps in C&C Generals and Warcraft did.
In C&C for example, its actual scene looks like this:
However, its mini map looks only like this:
In C&C Generals and Warcraft 3, their minimaps are not an exact shot from the game’s scene. The minimaps are still reflecting the terrain in the game, but are represented in a “lower resolution” style of the terrain. I am interested in knowing how I can do the same in Unity.
I am also assuming that it is more resource-friendly when not having the minimap to reflect exactly as how the actual scene looks since the actual scene usually is heavier. The map, in the C&C and Warcraft style, appears to be of “lower resolution”, and looks “lighter”. This could also be the reason why the minimaps were created in this way.
So, how can I create a minimap that shows the terrain in a game, but have the terrain be represented in a “lower resolution” style, like Generals and Warcraft?