Talk:Skybox Optimization
Candidate for Deletion
I think this was already mentioned somewhere else. I'm not sure it needs it's own page, considering it's pretty basic unless you're doing some major outdoor optimization.--Gear 07:52, 18 March 2009 (UTC)
- I can't seem to find anything myself (Local) but I only did a basic search for skybox in general and didn't find much. I have a basic tutorial explaining the concept and why its important which I can place here in the meantime. Considering the author started the page in march and hasn't posted anything since I don't think they'll mind.--Lost 02:11, 2 November 2009 (UTC)
- In my opinion, this page is important. Inexperienced mappers will find this tutorial very useful. Performance and compile times are essential to think about when you're mapping (especially if it's a large map). I re-worded the article so newbies will find it even more useful.--Faubi 20:14, 23 July 2010 (UTC)
- This page definitely shouldn't be merged. It goes into much more depth than Skybox Basics, and it's mostly engine-agnostic, unlike Skybox (2D); the advice here is applicable not only to , but also , , and .
— SirYodaJedi (talk) 13:14, 18 May 2023 (PDT)
Breaking immersion
Usually I don't like to build skyboxes flush with boundary walls, because immersion will break every time the player tries to throw a physics objects over the roof or some combine is sent sailing over it, only to bounce off this giant invisible wall. If the player was trying to get rid of a combine-thrown grenade with the physgun, a "too optimized" skybox could even be lethal. If physics objects is involved, I have it end a reasonable bit OUTSIDE the boundaries, so that the object is stopped by the skybox after it's out of sight. --MossyBucket (formerly Andreasen) 07:34, 20 February 2011 (UTC)