Far Buildings Illusion

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7 comments, last by cozzie 10 years, 8 months ago

I noticed in some graphics scenes that there are too many buildings far away (the player never get there) for example the player is over brooklyn bridge, there are TOO many buildings around, but he will not get there by any chance.

I believe (probably) that those are not real buildings, is there is any way to create buildings illusion? (Since the player will never go there I just want to the player to SEE them).

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Those sort of things are almost always modeled at a much lower level of detail relative to the geometry that the camera will get close to, which means less polygons, small textures, and fewer draw calls. It's also common to use forced perspective to make the models appear much further away than they actually are.

They can also be just a picture, probably part of the skybox.

I'd also assume they are either part of a texture of the skybox or 'low LOD' building meshes.
A skybox is basically a cube where the inside faces are textured/rendered. Which moves with the camera, that's why you can't get to the buildings.

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@Medo

Most games have console command line systems, so you can use cheats to explore inaccessible areas of the maps and see for your self how it is done.

@Tom KQT, cozzie: What If I'm using skysphere instead of skybox?

@belfegor: Nice idea!

Hi medo. Should be the same principles, if implemented correctly ofcourse :)

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Those buildings could be fake, or if they are far away they could be 3D, but incredibly low polygon. If the buildings are very small from that distance, you can get away with very low detail buildings, rendering hundreds of them with only a few thousand triangles. You can also have them be in the same model and use a single texture. From that distance a building side might be just a few texels wide and you can determine optimal mip levels if you can't get any closer.

You can have a ridiculous amount of low poly static objects with very simple shading in a scene:

Looks like a good test for any DIY engine

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