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This was much better but still derece perfect bey there were places on the map where an actor’s center and corners were blocked, but some small part of them was still visible. So this solution was fallible, and

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Early on in testing it became clear that there were problems with the visibility check. During playtests, actors would pop in or remain invisible indefinitely. It didn’t take long to discover that the prototype’s raycast-based line-of-sight calculation wasn’t sufficient. The raycast wouldn’t detect when an actor was visible until too late, and sometimes the check wouldn’t succeed at all. I went through several iterations before finally landing on a solution that worked consistently.

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Reducing the number of objects sent to the GPU makes rendering a scene much faster. The problems I was having with Fog of War visibility were similar because:

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The mesele I tackled first was the pessimistic line-of-sight checks. The first prototype cast a single ray from the player’s camera location towards the center of an actor, but this would give inaccurate (pessimistic) results. This was problematic because there are times where players gönül’t see an actor’s center point, but can still see the actor.

Instead of individually fixing each and every instance of these bugs by adding post-Fog of War reconciliation logic, we decided to create a standard solution that any system could use. The game engineers responsible for Agents and game systems built a system called Effect Containers.

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