Hi all! I'm currently working on a game taking place in part on an airship, and I've been wondering what's a good way to create high performance, "dynamic" sky environments? My searches have shown skyboxes + skydomes + HDRIs/cubemaps are a typical solid option, but I'm not sure about more in-your-face clouds as well as…
this demo is from a golf game (sothere's no need for close up volumetrics though we did play around with them for a bit) for the pc and xbox 360 .... the sky dome is a low res hemi sphere with a simple gradient shader the cloud layer is a squashed hemisphere (if you compress the uv's at the edges it'll stretch the output…
To add back somewhat while slowly working on this over time: https://noclip.website/ is an amazing resource to break down how classic titles - mostly Nintendo - created their worlds, including skies. Pretty calming to see that - say - the clouds in KH2's Agrabah are just a very verrry simple scrolling texture while the…
What you are suggesting is perfectly right. The real issue is how would you render ever changing lighting in the clouds , Light scattering , rim light effects , Atmosphere haze. Unless you you doing a kind of simplified style. Not sure what you mean with moving terrain although. Usually terrain doesn't move anywhere except…