Talk:Skybox Optimization

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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 Source, but also GoldSrc, Quake Engine, and id Tech 3.
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)