Hi there,
I just wonder how to set up the Skybox while making a Ray Caster?
I understand that you apply a texture for the wall (png), how does it work for the skybox? Same process?
Cheers
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Hi there,
I just wonder how to set up the Skybox while making a Ray Caster?
I understand that you apply a texture for the wall (png), how does it work for the skybox? Same process?
Cheers
What engine? Which ray caster? Are we talking full ray tracing like POVRay? Faux-casting in something like UDK? Using the new RTX libraries in DirectX?
Is this even a JavaScript question? (not aware of any ray tracers in JS)
“There are two ways of constructing a software design: One way is to make it so simple that there are obviously no deficiencies and the other way is to make it so complicated that there are no obvious deficiencies.” – C.A.R. Hoare, The 1980 ACM Turing Award Lecture
http://www.cutcodedown.com
Oh wait, are you BUILDING a ray-casting engine? IF so the approach I suggest for a skybox is to simply map it directly to heading. For example if you have a 16:9 view of 90 degrees FOV at 1920px wide, your skybox image ideally would be four times that wide. Treat the height of the image as a direct map to 0..90 degrees on yaw, and the width of the image as a 1:1 to heading. It's the simplest and fastest approach though not 100% real world accurate, it's "good enough" for most games and even simple animations.
“There are two ways of constructing a software design: One way is to make it so simple that there are obviously no deficiencies and the other way is to make it so complicated that there are no obvious deficiencies.” – C.A.R. Hoare, The 1980 ACM Turing Award Lecture
http://www.cutcodedown.com
Well, my project is not very clear yet however it will be made with HTML + JS.