Talk:Skybox (video games)
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This article was moved from Skybox because of the prevalence of the term "skybox" for suites at sporting events, and because the Klingon language and Terragen articles link to a company by the name. I apologize to the author for the need to do this. Geogre 18:12, 19 Aug 2004 (UTC)
In the first Quake, the skybox was animated, there were two blue cloud layers above each other.
- Actually Quake had no skybox at all, just two layers of texture overlapping eachother. Unreal didn't have skyboxes, but the more advanced skyrooms which is basically an area in the level where the sky is rendered in. It's possible to do much more than moving clouds (such as moving clouds with lighting, spinning asteroids, even creatures flying) Leileilol 05:50, 26 November 2006 (UTC)
- Yeah, I just spent several minutes in Unreal Tournament 2004 playing with the skyroom. I was hoping someone with a bit more knowledge could add a section on skyrooms, and how they work. All I can see is that they take what's in the room, make it huge, and put it around the player. — SheeEttin {T/C} 19:41, 15 June 2007 (UTC)
[edit] Citations
This article is in need of citations. However, I don't want to see this article gutted for lack of citations in true Wikipedia style; I'd actually like to see sources added for once. It currently provides interesting and (almost) useful information about skyboxes that I can't find anywhere else. I suppose this isn't exactly a ringing endorsement for not gutting it.
I'm especially interested in understanding how HL2's skybox (or skyroom) works for The Citadel. By my basic understanding, it would be impossible to "seamlessly blend" a map object and a skybox object except at one precise distance. Any farther and the skybox object will appear larger. Any closer and the map object will appear larger. Allowing the skybox to "move" a bit only reduces the speed at which the difference in size grows. There has to be more to it, and I imagine the answer would be found in a source for these statements.
I've tried looking for sources, but the problem is that search engines just really aren't good at finding anything. It seems the only way to get knowledge is to already have it, or know someone who does. It is for this reason I consider Wikipedia sources a kind of portal to information. Please, someone who knows about this topic and knows where to find sources, expand and cite.
--99.241.97.241 (talk) 20:12, 13 January 2008 (UTC)
"Newer engines, such as the Source engine, continue on this idea, allowing the skybox to move along with the player, although at a different speed. Because depth is perceived on the compared movement of objects, making the skybox move slower than the level causes the skybox to appear far away, but not infinitely." -- Article
I think this line is incorrect. I believe the way the skybox works the movement of the camera in the skybox is slower than the player but not to give an appearance of depth but because the skybox is being scaled down to 1/16 the normal size of geometry thus the camera moves at 1/16 the speed of the player. There isnt a perceived depth but instead actual depth when the skybox is scaled back up for viewing in the level. This allows objects in the skybox to match up with objects in the real level. A good place to look at this would be in the Counter-Strike:Source map de_dust where palm trees match up perfectly across real level and skybox. Also, source uses two skyboxes, one which is map up of a box and 2d images of a sky, which is added to the 3d skybox (the miniature) which is then added to the level.
For the person asking above, check out the valve developer wiki. http://developer.valvesoftware.com/wiki/Making_3D_Skyboxes 70.247.10.107 (talk) 18:32, 17 February 2008 (UTC)
I think this article is a bit misleading - the engine used in Unreal had full support for moving skyboxes as well as "3D skyboxes". This was not something introduced on "newer engines, such as the Source engine". As far as I know, the _game_ Unreal did not make use of either technique but the engine has full support for both. 216.36.188.184 (talk) 10:54, 17 April 2008 (UTC)