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View Full Version : Skybox Technique used in IL-2?



XyZspineZyX
07-31-2003, 01:38 PM
I'm developing a game using DirectX, and I want to use a kick *** skybox/skydome technique similar to the one used in IL2.

Does anybody know what exact technique is used?

Thx. /i/smilies/16x16_smiley-happy.gif

XyZspineZyX
07-31-2003, 01:38 PM
I'm developing a game using DirectX, and I want to use a kick *** skybox/skydome technique similar to the one used in IL2.

Does anybody know what exact technique is used?

Thx. /i/smilies/16x16_smiley-happy.gif

XyZspineZyX
07-31-2003, 03:04 PM
^^ bump ^^

Doesn't anyone know?

And if you're reading this, sup pfta. ;p

Zayets
07-31-2003, 03:07 PM
What's DirectX?


Zayets out

XyZspineZyX
07-31-2003, 03:12 PM
What´s skybox/skydome?

GreyBeast_P39

XyZspineZyX
07-31-2003, 03:19 PM
DirectX is Microsoft's gaming API for Windows.

http://www.microsoft.com/windows/directx/default.aspx

A skybox is a method for making an environment look huge, when it is actually contained in a box.

http://www.cwinapp.com/tutorials/050.asp

The link isn't in English, but you should get the picture.

So now knowing what it is, you can appreciate how good IL2's is. Well, actually, once you try programming one, you'll REALLY appreciate it.

A skydome is like a skybox, but surprisingly it uses a dome instead of a box /i/smilies/16x16_smiley-tongue.gif

This can give an even better illusion than the skybox.

XyZspineZyX
07-31-2003, 04:06 PM
Well there are severeal code snipets out .

This one is fun .
http://www.planet-source-code.com/vb/scripts/ShowCode.asp?txtCodeId=551&lngWId=3

Some examples for terrain rendering with skydome.
http://www.evolvingworlds.com/

Here some coding tips

http://www.thehavok.co.uk/scene/32bits/tutorials/directx/techniques/tut2terrain.htm

XyZspineZyX
08-02-2003, 01:50 AM
*bump*

XyZspineZyX
08-02-2003, 02:41 AM
This is to be taken with a grain of salt, as I am not a coder.

I'd imagine, for the sky to look huge (infinite) as it truly is, you would need to do the following:

make a dome or box (dome is easier to texture, but more polies means more CPU load)

once you get the texture right (so it looks normal from the absolute center of said object: this will t ake some serious image stretching on the skyBOX) go ahead and put it in your game, and you can make it as small as you like (although bigger is probably easier) and all you need to do to make it appear infinite is this: make sure all objects (land, planes, clouds, etc.) appear in front of the sky simulation regardless of whether or not their actualy meshes are outside or inside the simulated sky. And then . . . . the real thing that makes it seem huge, tie its movement to that of the camera, so that no matter where the camera is it is always at the center of the skybox/dome. This way, when the camera moves, there is zero perspectve change in the sky, and therefore it appears to be infinitely far away, especailly when the player can see land and other planes change perspective.


For a little added realism, you can have it move very slightly so the player gets a feeling of change on really, really long trips.


And, if you are doing a flight sim with prop planes, we want heat shimmers areounf the exhaust pipes. bonus points if they are visible from canopy.