<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[How &quot;fog of war&quot; would be implemented with rooms?]]></title><description><![CDATA[<p>Hello,</p>
<p>As i understand if you connect to a room that contains entities (players) each player receives updates to the other player.<br />
How would one implement some deliberate hiding of information from certain clients?</p>
<p>I suppose it will be easy to create something like maphack if you receive the position of all the opponents.</p>
<p>Not that is going to happen on a indie javascript game made for fun, but still i'm thinking like a developer and its interesting to me if it is possible with this network engine.</p>
]]></description><link>http://discuss.colyseus.io/topic/207/how-fog-of-war-would-be-implemented-with-rooms</link><generator>RSS for Node</generator><lastBuildDate>Mon, 20 Apr 2026 12:59:44 GMT</lastBuildDate><atom:link href="http://discuss.colyseus.io/topic/207.rss" rel="self" type="application/rss+xml"/><pubDate>Tue, 05 Feb 2019 19:55:19 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to How &quot;fog of war&quot; would be implemented with rooms? on Invalid Date]]></title><description><![CDATA[<p>Hello,</p>
<p>As i understand if you connect to a room that contains entities (players) each player receives updates to the other player.<br />
How would one implement some deliberate hiding of information from certain clients?</p>
<p>I suppose it will be easy to create something like maphack if you receive the position of all the opponents.</p>
<p>Not that is going to happen on a indie javascript game made for fun, but still i'm thinking like a developer and its interesting to me if it is possible with this network engine.</p>
]]></description><link>http://discuss.colyseus.io/post/676</link><guid isPermaLink="true">http://discuss.colyseus.io/post/676</guid><dc:creator><![CDATA[TreantBG]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to How &quot;fog of war&quot; would be implemented with rooms? on Invalid Date]]></title><description><![CDATA[<p>I'm a total newbie, but I was planning something quite like you described.</p>
<p>Each &quot;room&quot; is that player's perspective on the world - so it only contains what the player is aware of, plus the &quot;demanded action&quot; for the player (move left/right, shoot, etc).</p>
<p>A shared room would be used for overall game state that is shared across all users - such as current time.</p>
]]></description><link>http://discuss.colyseus.io/post/679</link><guid isPermaLink="true">http://discuss.colyseus.io/post/679</guid><dc:creator><![CDATA[IanMayo]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to How &quot;fog of war&quot; would be implemented with rooms? on Invalid Date]]></title><description><![CDATA[<p>There's a big discussion about this here: <a href="https://github.com/colyseus/colyseus/issues/59" rel="nofollow">https://github.com/colyseus/colyseus/issues/59</a></p>
<p>To summarize: in the current state of the framework, you'd be better off sending data manually to each client (thorugh <a href="https://docs.colyseus.io/api-room/#send-client-message" rel="nofollow">room's send method</a>), and not use the  <code>state</code> for the world.</p>
<p>Hopefully this will be improved eventually when <a href="https://github.com/colyseus/schema" rel="nofollow">colyseus/schema</a> gets stable!</p>
]]></description><link>http://discuss.colyseus.io/post/680</link><guid isPermaLink="true">http://discuss.colyseus.io/post/680</guid><dc:creator><![CDATA[endel]]></dc:creator><pubDate>Invalid Date</pubDate></item></channel></rss>