Add comments to clarify fog drawing implementation and performance considerations
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@@ -63,6 +63,11 @@ class Game < Scene
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end
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def draw_fog!
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# This part is a shader but due to time constraints, I'm doing it on the CPU.
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# If done on the GPU, we could do a single pass and have much better performance.
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# and also make it more fine-grained and smoother gradients.
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# doing it on the GPU would require better knowledge of the ruby openGL bindings and shader programming, which I don't have right now.
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cam_x, cam_y = @camera
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cell = 10
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p_i_radius = 80.0
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