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how was this done?

category: offtopic [glöplog]
Indeed :)
added on the 2014-01-28 15:05:13 by kusma kusma
Quote:
SpaceBalls - Wayfarer - Youtube
Yes, Spaceballs used precalced and preclipped polygon data that they load, like Quartex and some others.
added on the 2014-03-02 03:41:14 by Photon Photon
If I may add a question here: I know what a skybox is. But how does one animate it? Are the texture moved along the cube?
added on the 2014-03-03 14:11:10 by paldepind paldepind
paldepind: nah, you just have several skyboxes as animation and switch between the frames.
added on the 2014-03-03 14:14:06 by Gargaj Gargaj
what Gargaj said.

paledpind:
due to slower machines and lesser memory, that was a way to do something that would look impressive. (hey, the camera moves, wtf? :D)

today you could make a twist and make more sophisticated texture-renderings in realtime - not even make the animations static but actually make something else happen at the same time - as long as the textures are seamless with the adjacent textures in the same cubemap. to elaborate: the frames dont necessarily have to go from 0--->64 (or whatever), but rather be an own backbuffer/texture rendering.

I wonder if something like this was done in Megablast/Orange, it could have been another technique, but i wouldnt be surprised.
added on the 2014-03-03 16:53:50 by rudi rudi
Quote:
While at it...how hard was the only effect there was in Spaceballs-State of the Art?
I am talking of the Cube-grid towards the end ofcourse!


This uses the same "anim player" (interpolated line drawer) as everything else in the demo.
added on the 2014-03-03 17:04:23 by StingRay StingRay
Quote:
Quote:
SpaceBalls - Wayfarer - Youtube
Yes, Spaceballs used precalced and preclipped polygon data that they load, like Quartex and some others.


In the case of Wayfarer... this is utter bullshit.
Mobile is a different case of course. :)
@paldepind: For each frame you would normally render in your favorite 3D program, you render all 6 directions. Yes?

This way you end up with (exactly what Gargaj said) a cube-map/skybox-map per frame. Yes?

:)
added on the 2014-03-03 18:13:04 by maytz maytz
Hardy: Wayfarer was released before sota ;-)
added on the 2014-03-03 18:14:41 by magic magic
Thanks for the answers to all of you! I'm not sure what "having several skyboxes as animation" means. You use a texture for the skybox right? So is it the texture that's animated?

rudi: Yes, it really is quite impressive that the camera is moving! Or as least that it looks that way.
added on the 2014-03-03 20:47:07 by paldepind paldepind
Code:SetSkyboxTexture(textures[(frame++)%animation_length]);
added on the 2014-03-03 20:52:09 by Preacher Preacher
paldepind: Indeed, the textures are animations.
added on the 2014-03-03 22:06:49 by kusma kusma
palepind: look here.
added on the 2014-03-04 08:28:21 by rudi rudi
Yes! I get it now :-)

Thanks for explaining!
added on the 2014-03-05 18:35:30 by paldepind paldepind
So, does this mean that scandinavian flags are cube map templates ?
added on the 2014-03-06 21:48:20 by d0DgE d0DgE
No. The proportions are all wrong.
added on the 2014-03-06 22:30:35 by Preacher Preacher
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added on the 2014-03-06 22:31:16 by Preacher Preacher

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