[HN Gopher] Diablo 2 Parallax
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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.
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