How would you achieve an effect like this?
- The 'sources of influence' can be placed at any Vector2 position
- Each 'source of influence' can have a different 'influence power' so one can give more radius than the other
- You have to be able to tell when a given point is inside a player's 'influence area'
- You have to figure out a "mid point" between different player's 'areas of influence' when they overlap
- You have to visualize the area of influence (let's stick to 2d)
- It can't utterly obliterate the performance when there's 500+ 'sources of influence'