A "skybox" (alternately 'Skydome' if it has more sides than a 'box) is a way in games to help illustrate an outside area, usually giving an intended view to the Horizon, and upwards into the 'sky' -- a background wrapping around the whole visible scene. The textures are composed when combined to be seemless, and to eliminate the corner distortions. . . .
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| - A "skybox" (alternately 'Skydome' if it has more sides than a 'box) is a way in games to help illustrate an outside area, usually giving an intended view to the Horizon, and upwards into the 'sky' -- a background wrapping around the whole visible scene. The textures are composed when combined to be seemless, and to eliminate the corner distortions. . . .
- Skyboxes are different methods by which a fully 3D sky can be constructed (instead of the cylinder projection of the normal sky textures, or the dome projection commonly used in ). Two types of skyboxes exist: texture-based and geometry-based. A texture-based skybox uses cube mapping to project the sky texture on all six directions (east, west, north, south, up, down). The source images must be distorted in a way that compensates for the cube projection, or the skybox's boxy nature becomes too apparent. Programs such as Terragen are specialized in creating such source pictures.
- Currently, the only locations that a skybox can be seen are the Clan Citadel, a cutscene from Ritual of the Mahjarrat, the top room of the bell tower in the Citharede Abbey, the roof of the Dominion Tower from several different times of day, all three levels of the Runespan, and the Gielinor Games. Exactly what skybox is shown at the citadel is determined by a clan member that has abilities to change those settings.
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| - Currently, the only locations that a skybox can be seen are the Clan Citadel, a cutscene from Ritual of the Mahjarrat, the top room of the bell tower in the Citharede Abbey, the roof of the Dominion Tower from several different times of day, all three levels of the Runespan, and the Gielinor Games. Exactly what skybox is shown at the citadel is determined by a clan member that has abilities to change those settings. It is expected for skyboxes to be added into other locations at a later time, even the main land. Currently, the game uses a "fog" system to simulate a sky in the majority of locations. For a believable skybox to be implemented into the main world, the games draw distance (how far you are able to see in-game) will have to be increased a considerable amount which will require a progressive loading of environments rather than the current system of loading large "blocks" of environment. Due to the different environments in RuneScape, there will have to be different skyboxes too ranging from day and night and other elements. This is obviously a massive amount of work and it is thought that this is why it has taken so long to add skyboxes to RuneScape.
- A "skybox" (alternately 'Skydome' if it has more sides than a 'box) is a way in games to help illustrate an outside area, usually giving an intended view to the Horizon, and upwards into the 'sky' -- a background wrapping around the whole visible scene. The textures are composed when combined to be seemless, and to eliminate the corner distortions. A "skybox" is usually a set of textures made into a box with 4 flat sides and top/bottom created in such a way that when looked at from a limited viewpoint area it looks like an extended 3D view surrounding the viewer. Additional 'closer' semi-3D objects can be added inside the box (like the caricature building fronts, signs). Other true 3D objects placed in the foreground can be viewed from sufficiently different angles and thus need to be 3D to look correct. In BS1/BS2 frequently the same texture is used repeatedly (some are 2 opposite sides seen out windows on those sides, and some levels actually reuse exactly the same static flat texture 4 times (ex- 4 compass point window views). Generally the outside water views in BioShock had little to do with Player activities, so the reuse was of little impact. . . .
- Skyboxes are different methods by which a fully 3D sky can be constructed (instead of the cylinder projection of the normal sky textures, or the dome projection commonly used in ). Two types of skyboxes exist: texture-based and geometry-based. A texture-based skybox uses cube mapping to project the sky texture on all six directions (east, west, north, south, up, down). The source images must be distorted in a way that compensates for the cube projection, or the skybox's boxy nature becomes too apparent. Programs such as Terragen are specialized in creating such source pictures. A more advanced variant of texture-based skyboxes is the sky model system used by Doomsday. Very similar to the above except that the model doesn't have to be a cube and can instead be any shape or even multiple models. A geometry-based skybox uses a special "camera" object placed in a part of the level (normally inaccessible to the player) which is used as the point of reference for projecting the sky. This method, basically a type of portal, is usually combined with normal sky or a texture-based skybox. Source ports which have implemented skyboxes may provide one or more of the above types of skyboxes.
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