Not too long ago, I ran into a challenge of implementing Fog of War system for my game, so I wrote an article on how to implement it in Three.js
Hopefully some of you might find this useful. Questions and comments are welcome.
Not too long ago, I ran into a challenge of implementing Fog of War system for my game, so I wrote an article on how to implement it in Three.js
Good article!
OMG, Chess with Fog-of-War! That would be an amazing game, where you can only see squares that your pieces can move to.
Haha, that’s kind of what my game is
…that is, if chess pieces had talent trees and could level up. Yup, pretty much the same as chess!
Great article! Thanks, it solved my problem. But I’ve got 1 question. How did you do it such smooth? When I tried implement it in my game, I’ve got this:
Ofc it’s not bad, but if you know how can I get smoother effect I will be grateful for any suggestion.
That’s quite easy. A box blur. I have a custom shader to draw the fog mask, in it I sample 9 pixels instead of 1. So you get a nice smooth gradient.
the rendered hides mesh when transparent true is set, how to make it work?
with threejs/r128 it works
const material = new THREE.MeshBasicMaterial({
color: 0xff0000, // Red color
alphaMap: texture, // Use our mask
transparent: true, // Required for transparency
side: THREE.DoubleSide // Show both faces
});
Maybe you looking for alphatest
Into renderer set alpha:true
not, i think they changed settings of transparency when updated to new version
Try texture of transparent flower, not data texture with luminance.