[HN Gopher] Diablo 2 Parallax ___________________________________________________________________ Diablo 2 Parallax Author : marginalia_nu Score : 109 points Date : 2023-12-19 15:44 UTC (7 hours ago) (HTM) web link (simonschreibt.de) (TXT) w3m dump (simonschreibt.de) | quadcore wrote: | Ah, it was on my list, now I can cross it, thanks. | | If someone knows how the sky of world of warcraft is made (and to | a lesser extent the ground of warcraft3 which I think is a clever | use of marching squares), please let us know, Ive been wondering | for 10+ years. It has an incredible amount of features (day, | night, clouds, moon, stars, etc), it's gorgeous, light, updates | beautifully every other frame or so and no, it's not rendered-to- | texture. Well pretty sure it's not. It's so smooth, you dont see | a poly nor a texel. It also runs on a 2002 computer. A marvel of | tech-artistery. | dtech wrote: | It isn't just a skybox? | quadcore wrote: | The original sky is mostly procedural, I forgot to mention. | The newer skies are more traditional skyboxes. | dantondwa wrote: | Here is a breakdown of a WoW skybox by a Blizzard artist: | https://80.lv/articles/how-to-create-skies-for-3d-games/ | | TLDR. it's multiple skybox meshes layered | quadcore wrote: | That's for the newer skies, the original is mostly | procedural. | theodric wrote: | Not loading for me, so here's the archive link: | https://archive.is/igjBu | Dolototo wrote: | Is that usable in D2 remasterd? | kzrdude wrote: | It sounds like the dev was very satisfied with parallax, but I | don't recall ever using it. I think it just felt weird after | already getting used to the default. | NohatCoder wrote: | It also degrades the visual quality of the sprites by not | rendering them in 1 to 1 scale. From a modern standpoint where | a bit of 3D does not have a wow factor I think it actually | looks worse. | hnthrowaway0328 wrote: | It did give a sense of 3D back then when the character is | moving fast with a lot of obstruction objects (walls and trees) | passing by. Some rendering also gave better lightning effects | AFAIR. | chewbacha wrote: | I also found that it was "closer" in and I couldn't see as many | of the enemies. For casting, this was an issue. | simonschreibt wrote: | Thanks for sharing my little article :) <3 | jvanderbot wrote: | One bit: > However, I don't know why the lower edge of the sprite | is bent that way. For the perspective it wouldn't be necessary | (below is a 3Ds Max scene to show that the horizontal lines are | straight if the camera isn't rotated around its front axis): | | I think (think!) this is necessary to simulate a vanishing point | "below" the ground for vertically-oriented sprites. The 3dmax | scene didn't show much of it b/c it was straight-on with the | viewport? | | In the moving example, the three stakes would indeed spread out | w.r.t. the eye position in real-ish life as you got closer. The | 3dmax render does not illustrate this well. ___________________________________________________________________ (page generated 2023-12-19 23:00 UTC)