• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Axiverse

Properly rendering a starfield skymap

3 posts in this topic

I'm trying to render a starfield properly. I'm doing something similar to the new google maps zoomed out where you can see the entire planet and stars. However, right now in my implementation i'm basically drawing a sphere with the stars in the scene. When you zoom in or out the stars get zoomed in or out, but i think the right implementation is that they don't move. How would I properly render that?

 

basically right now the sky is a sphere(5000), and the earth is a sphere(10) and the camera moves in and out looking at the earth. when i zoom in, a narrower area of the sky is shown, I don't think this is correct, is it? Would I scale the sky inversely to the camera zoom? -> the more the camera is zoomed, the smaller the sky is?

0

Share this post


Link to post
Share on other sites

No, you shouldn't change the scale or projection. I think you confuse zooming - which basically changes the field of view of your perspective projection - with [i]moving[/i] in or out (closer to and farther away from the earth). With zooming you also "scale the sky" - after all it's as if you would scale up or down the final image. When moving in/out the earth gets bigger/smaller due to perspective projection. Not so the skybox, it's supposed to look the same no matter where you are: A standard implementation moves the skybox mesh with the camera (your point of view) or even use a cubemap (which only cares about viewing [i]direction[/i]).

1

Share this post


Link to post
Share on other sites

createa a half-dome for sky with your atmospheric scatterer, and sphere-map a star-texture which you blend with enviroment depending on daylight level

i do it, and it works ok.. it's not a perfect spheremapping, and it never will be, because im cheap on the number of vertices

(and it converges on top/bottom, depending on your rotations)

i guess it's because im a programmer that i won't notice such things

maybe an artist would smile.png

 

EDIT: oops, i guess you are creating google stars? :) 

Edited by Kaptein
0

Share this post


Link to post
Share on other sites

The star-textured sphere is an approximation because, since for numerical accuracy reasons the dome is small, those stars are much closer to the camera than they should be, causing exaggerated (i.e. detectable) parallax effects when the camera moves.

To suppress parallax, when rendering stars you should pretend that your camera rotates and zooms without moving: it's a simple matter of using a different transformation matrix in which the camera is in a fixed position (like the center of the planet or the point in which the simulation begins) but with its real orientation and magnification.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0