4sheetzngeegles
Survivor
My pimp dream comes from what I like dealing with most, it's the visual
environmental representation. Basically a living environment.
If something like this is done, I would probably enjoy it most from the top of a skyscraper POI.
environmental representation. Basically a living environment.
This one in particular has to do with the storm representation, more
specifically variable sky representation, accurately showing for each of the biomes.
It actually is an extension of the Image represented at the beginning of the Storms
Brewing Diary.
It shows a multiple weather representations simultaneously. That is unique
but I was reminded that it is just an image. But I still thought what if, and
if so possibly how, and if the how is achieved, what would help make it
performant? So I have been reading and looking since then.
The thought is how can the skybox made of 6 simple static images, with cloud
overlay, and Lightning effects locally be represented, over the entire world, and
still perform well?
It would have to be nonstandard mix and match of mechanics and assets or else
it would be used in nearly all open world games. Here are some of my thoughts.
specifically variable sky representation, accurately showing for each of the biomes.
It actually is an extension of the Image represented at the beginning of the Storms
Brewing Diary.
It shows a multiple weather representations simultaneously. That is unique
but I was reminded that it is just an image. But I still thought what if, and
if so possibly how, and if the how is achieved, what would help make it
performant? So I have been reading and looking since then.
The thought is how can the skybox made of 6 simple static images, with cloud
overlay, and Lightning effects locally be represented, over the entire world, and
still perform well?
It would have to be nonstandard mix and match of mechanics and assets or else
it would be used in nearly all open world games. Here are some of my thoughts.
First whether you have short or long render set you can see the sky wrap for the
entire world. Since it is a static image, It might be possible to generate at render
time, an overlay mask for the top sky image, the mask would be an exact replica of the
biome layout per world gen, but focus on the outline for the biome shapes. Sort of a
skybox within a skybox. You can get an better visual from using DM view going high and
looking down.
entire world. Since it is a static image, It might be possible to generate at render
time, an overlay mask for the top sky image, the mask would be an exact replica of the
biome layout per world gen, but focus on the outline for the biome shapes. Sort of a
skybox within a skybox. You can get an better visual from using DM view going high and
looking down.
For the side skybox images it would be a mask of the horizontal width of the bordering
biome. There is sky, fog, fogfade from sky to horizon. Then you have for atmospheric
lighting Ambient, Sun, Moon. When the sun would rise since it would be behind the mask
it would generate color from the adjoining biome to the east, once it reaches the border
of the biome through lateraal position it would blend the two colors, when above the
biome that a player is in it would render that biome tint, then as it sets would do the
revesrse with the western biome tint. Rinse and repeat for the moon. Right now the moon is
always the same exact appearance from rise to fall.
biome. There is sky, fog, fogfade from sky to horizon. Then you have for atmospheric
lighting Ambient, Sun, Moon. When the sun would rise since it would be behind the mask
it would generate color from the adjoining biome to the east, once it reaches the border
of the biome through lateraal position it would blend the two colors, when above the
biome that a player is in it would render that biome tint, then as it sets would do the
revesrse with the western biome tint. Rinse and repeat for the moon. Right now the moon is
always the same exact appearance from rise to fall.
The elements are already in place they are the gradient images for each that I
mentioned. The biomes all have their own gradients which is how the waste, burnt, desert,
and snow have their own appearance, stormy rainy snowy and clear have a set that represent
them. The color variations would be most visible via distant clouds just like in the diary
image, secondarily would be the distant sky hue, and tertiary would be the background
silhouette of distant objects especially if you have full view distance enabled.
That brings it back to the masks, which are simply manually adjusted to do the same thing that
the screenspace storm effects overlay does now. The distant sky hue and distant storms, would
be rendered using the same technique as LOD is don now, just using colors, and lighting effects.
It would definitely be different than nearly all of the games I've played, and it could be
expanded in the future using distance over time to have a storm feel like it is chasing you.
The psychological effect of this type of visual would make the environment feel constantly alive, and
would make the world feel bigger. Similar to adding mirrors strategically in a space.
mentioned. The biomes all have their own gradients which is how the waste, burnt, desert,
and snow have their own appearance, stormy rainy snowy and clear have a set that represent
them. The color variations would be most visible via distant clouds just like in the diary
image, secondarily would be the distant sky hue, and tertiary would be the background
silhouette of distant objects especially if you have full view distance enabled.
The storm representation, in simplest form is lightning and thunder + distance and direction,
and Stormy hued individual biome tint. The same way that light darkens locally, clouds thicken,
and tint changes, this way may allow for distant representation, without a huge overhead.
Storm render time is constantly monitored, which in simplified form is the changing of the
visual variables. This non standard way could allow for this to be added with out a huge
overhead.
and Stormy hued individual biome tint. The same way that light darkens locally, clouds thicken,
and tint changes, this way may allow for distant representation, without a huge overhead.
Storm render time is constantly monitored, which in simplified form is the changing of the
visual variables. This non standard way could allow for this to be added with out a huge
overhead.
That brings it back to the masks, which are simply manually adjusted to do the same thing that
the screenspace storm effects overlay does now. The distant sky hue and distant storms, would
be rendered using the same technique as LOD is don now, just using colors, and lighting effects.
It would definitely be different than nearly all of the games I've played, and it could be
expanded in the future using distance over time to have a storm feel like it is chasing you.
The psychological effect of this type of visual would make the environment feel constantly alive, and
would make the world feel bigger. Similar to adding mirrors strategically in a space.