We had only limited previous experience with fluid dynamics, but it's always good to try new solutions.
Ehehehe, you should ask CCP, how they did it with the stars in EVE Online, you can see the stars of neighbouring systems brighter then the normal background stars.
Nice work. Sci-fi actual space games tend to have indeed boring skyboxes. The issue is also that real space is pretty dark, and that NASA space pics are amplified or fake colored, so everyone expects unrealistic fantasy art. I find the 1.2 sky, though, too sharp, as if ... it would need to be more milky and smooth? Not sure.
Any chance to get access to the shader files? If it is just shader coding, of course. I'm not that bad at these things...
- Here's rather a star dust implementation: https://www.shadertoy.com/view/Mll3zj
- This is also some nice particle work: https://www.shadertoy.com/view/MdKXzc
- Also a rather soft space screen: https://forum.unity3d.com/attachments/spaceskybox01-png.84913/
- This nebula generator is also interesting:
Here are some composition ideas
- The background, not the planet or the front assets: https://images3.alphacoders.com/127/127957.jpg
I would also parallax move the background a bit with the mouse cursor, in order to show a tiny bit of depth. In general, I would go straight 3D and play with different levels
I think that the space background should be always more artsy than technical or realistic. Because space itself is dull, empty, and boring. And in games like Stellaris, I still have constantly to look at that background. It is also interesting how Master of Orion (not that I'm playing anything else than Stellaris, of course!) solves this topic. Interesting issue though. Look forward to more.
How many minerals do I have to throw at my screen before we can get individual, wallpaper-sized versions of those screenshots?
@Aerie Would you be willing to release some additional infos for us modders?
For example how is the Skybox's cube map wrapped?
In a quick test it looked like its 'Front:Back:Top:Bottom:Left:Right' from left to right in the file.
Is that correct?
Is it the same case for the filtered
How does the environment_map interact with the galaxy_background? Do they just get blended into each other?
It seems like 'world tag identifier' determines which background would be used, what happens when there are more than one star in a system? Will only the first one count?
Thanks a lot!
CCP has a major advantage on doing this with their Skybox.Ehehehe, you should ask CCP, how they did it with the stars in EVE Online, you can see the stars of neighbouring systems brighter then the normal background stars.
Shores of Hazeron also does this which makes traveling between systems at light or FTL speed a lot of fun.Ehehehe, you should ask CCP, how they did it with the stars in EVE Online, you can see the stars of neighbouring systems brighter then the normal background stars.