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Efficient fog of war


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Basically this is what I do:

var viewport = new Rectangle(-camera.x, -camera.y, SCREEN_WIDTH, SCREEN_HEIGHT);var fogLayer = new PIXI.DisplayObjectContainer();var fog = [];function initializeFog() {  var fogSprite;  for (var y = WORLD_HEIGHT; y-- {    fog[y] = [];    for (var x = WORLD_WIDTH; x-- {      // `fogTexture` is a 16x16 RenderTexture      fogLayer.addChild(fogSprite = new PIXI.Sprite(fogTexture));      fog[y][x] = {        sprite: fogSprite,        bounds: new Rectangle(fogSprite.x = x * 16, fogSprite.y = y * 16, 16, 16)      };    }  }}// Called every framesfunction updateFog() {  // Culling  for (var y = WORLD_HEIGHT; y-- {    for (var x = WORLD_WIDTH; x-- {      var tile = this.f[y][x];      tile.sprite.visible = tile.bounds.overlaps(viewport);      // Update fog tile opacity      tile.sprite.alpha = Math.random(); // Dummy test    }  }}

Even without a large world, the above code has a big performance impact (FPS rate drops from 60 to 50, which is huge).

My game uses a CanvasRenderer. Not sure if I do it properly...

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