lesson 7 (game)
in lesson 7 http://nehe.gamedev.net/trentp/gametutorials/lesson07.asp
(its sort of a space flight sim) i was wondering if anyone could tell me how the background works. i am trying to build a space sim engine but am having trouble with a star skybox or something of the sort that would make it seem like the stars arent moving, and the ship would never reach the end of...
-Mike Tiradohttp://www.vertexdub.net
Just center the skybox on the players position. The distance will always be the same that way.
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http://aud.vze.com <-- Newbie alert, look at your own risk. Can induce severe laughing fits and other variations of hysterical outburst.
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http://aud.vze.com <-- Newbie alert, look at your own risk. Can induce severe laughing fits and other variations of hysterical outburst.
_______________________________________Pixelante Game Studios - Fowl Language
i considered that as an option, but when the player got far enough away from an object it just disapeared.. but now that i think of it.. if i make the box large enough it wont matter because the object would be to small to see anyways .... i will try this unless someone comes up with a better idea
-Mike Tiradohttp://www.vertexdub.net
quote:
Original post by kajjait
i considered that as an option, but when the player got far enough away from an object it just disapeared.. but now that i think of it.. if i make the box large enough it wont matter because the object would be to small to see anyways .... i will try this unless someone comes up with a better idea
this is normal.. when you play a game and see "popup" or
objects "popping up" in the background, it''s because they''ve
entered the frustrum''s depth. the deeper you make your frustrum
the slower your game will run (unless you''ve got some nifty
optimization tricks up your sleeve
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-eldee
;another space monkey;
[ Forced Evolution Studios ]
-eldee;another space monkey;[ Forced Evolution Studios ]
You need to make the far clipping plane further away from you, however by making the far clipping plane distance greather you might run out precision in your Z-buffer (which will lead to artifacts), so you will need to increase it''s precision (from 16 bit to 24 or 32).
"THE INFORMATION CONTAINED IN THIS REPORT IS CLASSIFIED; DO NOT GO TO FOX NEWS TO READ OR OBTAIN A COPY." , the pentagon
If you''re feeling extra special you can try using orthographically projecting a textured quad (or several) onto the background and scrolling it according to your angle ... that could look pretty good, methinks.
The question is not "why a talking monkey," but rather, "why not a talking monkey." -Monkey Island 4
what will a maximum frustrum depth considered to be without any "nifty" optimisation?
Thanks,
Jabba
Thanks,
Jabba
The Truth Is Not To Be Spoken In A Loud Voice
normal is around 500.0f
with alot of terrain engines you''ll se alot deeper frustrums
since they''re going to have other optimizations like OctTrees,
ect..
-eldee
;another space monkey;
[ Forced Evolution Studios ]
with alot of terrain engines you''ll se alot deeper frustrums
since they''re going to have other optimizations like OctTrees,
ect..
-eldee
;another space monkey;
[ Forced Evolution Studios ]
-eldee;another space monkey;[ Forced Evolution Studios ]
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