Devlog #7 | Fog of War & POI
This week’s development has been all about two big things: 1. Fog of War ExperimentsI underestimated how much time this would take!I’ve been experimenting with different approaches to achieve smooth visibility edges while keeping performance reasonable. It’s been a lot of trial and error, tweaking shaders, and rethinking grid-based calculations. The system is now at […]