Hello
I was hoping someone could point me in the right direction to try and implement the TrueVision/trueSight system like in Nox, a game from 2000.
From the wikipedia:
“The line of sight is limited by an innovative and well-received fog of war system named “TrueSight”, which dynamically blacks out portions of the screen which Jack cannot see from his current position.”
You can see it in action here:
Basicly, the player sees everything in 360 degrees, the player can see. Everything else gets “masked”/hidden with black.
I’ve been thinking maybe (constantly?) doing a 360 degree raycast but that seems pretty excessive on performance?
Maybe some shader magic? (I don’t really know a lot about shaders but if I can be pointed in the right direction I could try that approach).
This asset seems to do the trick, I’ll try to contact the developer also
EDIT after some more work and tutorials:
Thanks for the fast reply! I have followed Sebastian Lague’s tutorial on raycasted line of sight, it seems to work great and what I wanted up to E02.
Only thing now is that I’m stuck on how to figure out that only the walls should get rendered.
I followed his third video
This is what I have after E02.
medicalmeanconure
This is what i have after E03:
meanwavyavians
So I really like the E02 video look I have got going on but just want everything black outside what I can see and have the objects (like walls/windows/players) etc… be visible when they enter my line of sight… I’m breaking my head over this!
This is what I’m going for:
More info from Nox map editor: