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Thread: Code: Skybox/-dome

  1. #1

    Code: Skybox/-dome

    Hi folks,

    as the races are mostly outside I would like to have some generic functions that deal with managing a skydome or skybox. Visually I think a skydome could look better but we have to see how the performance will be . Please try to use the entity functionalities of TBGL as this is the fastest way and I'm positive that out game will use these extensively. Maybe your routines will make it into TBGL as an official command set. If you could provide the media for around 4 skys, then that would be awesome too. Please don't use 3rd party stuff only if you are allowed to.

    Thanks
    Michael

  2. #2
    Super Moderator Petr Schreiber's Avatar
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    Re: Code: Skybox/-dome

    Hi Mike,

    making good sky is one of the things I did some research on ... but did not come with anything spectacular yet.

    Here just to sum my thoughts:
    Skybox
    + Can look very good
    + Cheap on performance
    - It can look "too good" and not fit with the rest of scene
    - Static clouds ... this simply does not happen in reality

    Animated skydome
    + Adds more life to the scene
    + Can be usually parametrized
    - Is usually more expensive
    - It is easy to do "something blurry animated on the sky", like Quake 3 does for example, but it does not look good
    - I personaly do not like procedural stuff, I can smell perlin noise from big distance - it is used tooo often

    I was thinking of some particle chunks ( clouds ) shifted on the sky - but I am not sure how cheap would be that, and it would probably require long view distance to look natural.

    Maybe some hybrid approach could take place as well.

    Just thinking out loud,
    Petr
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  3. #3
    Senior Member Lionheart008's Avatar
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    Re: Code: Skybox/-dome

    hi michael, hi petr, don't know if it helps

    but...

    - perhaps it's possible to create a cube or a sphere and texture it 'inside' with a sky bmp where the whole game is included? when scenes are changing, the sky will follow it

    - what about procedurale textures and animate it?

    best regards, lionheart
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  4. #4
    Super Moderator Petr Schreiber's Avatar
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    Re: Code: Skybox/-dome

    Hi Frank,

    it is not problem to do attached skybox, see example from here ( walking on isle and shooting mad guy in baloon ; W,S,A,D to move, mouse to look, click to shoot ).

    The problem is that it is too static, it needs high res texture...
    If you look at the water, it is done via very cheap trick to look animated. Maybe something similar could be used for sky, not sure.

    Did you played IL2-Sturmovik? They have very nice sky - with realistic fake volumetric clouds, looks natural.


    Petr

    Learn 3D graphics with ThinBASIC, learn TBGL!
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  5. #5

    Re: Code: Skybox/-dome

    Petr, as we have a fast action game here where you won't have time to pay attention to the sky, things like moving clouds and stuff like that is to much I think. For our game I envisision some nice skys. Sunny, cloudy, rainy, Night. Nothing spectacular.

  6. #6
    Super Moderator Petr Schreiber's Avatar
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    Re: Code: Skybox/-dome

    You are right ,

    that is quite logical. So maybe even static skybox would be ok then?
    Only problem with skyboxes is they need different texture handling to avoid seams.
    I could do it as single TBGL command, taking as input 5 or 6 textures ( front, back, left, right, top [, down ] ).


    Petr


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  7. #7

    Re: Code: Skybox/-dome

    Sounds good to me.

  8. #8

    Re: Code: Skybox/-dome

    Is someone working on this and if yes, when do you think it will be done?

  9. #9
    thinBasic MVPs kryton9's Avatar
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    Re: Code: Skybox/-dome

    Mike, Petr and I have made several skybox examples, some posted and others that never made it to the forums.
    So it already works, or are you talking about a single command to handle making a skybox?
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  10. #10

    Re: Code: Skybox/-dome

    Yes Kent, I talk about a few commands/functions that will let you setup a skybox easily. Just include an include file, or USES a module and then you have a few command calls to use a skybox. Maybe you can wrap your code into a nice include file and make the render routine independant from over stuff.

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