The various skybox codes that I have seen on the forums do not work with a first-person space simulation game. My camera is a child Entity of my spaceship. So the camera follows the ship around while it's flying. I have two enemy ships in space that don't move (as of now). My sky is an inverted sphere.
This does not work:
EntityOrder sphereSky, 1;
EntityParent sphereSky, camera;
The above has the effect of making the sky move with the main spaceship, so when I turn, the stars don't move. Also, the other two enemy ships disappear if I fly too far away from them, becuase they pass right through the other side of the sky.
I have also tried:
EntityOrder sphereSky, 10; higher z-buffer numbers
along with
EntityParent sphereSky, camera;
or
PositionEntity sphereSky, EntityX(camera),EntityY(camera),EntityZ(camera);
Which has no effect.
So If I don't make the sphere a child of the camera/ship, my ship can fly right through the sphere. When I make the sphere a child of the camera/ship, the stars don't move (relative to me) AND the other ships move out of the sphere when I fly too far away from them.
None of the above situations look/feel even close to realistic. Perhaps the skybox code works for games that are set on the ground (i.e. first person shooters), but not in an outer space simulation.
I asked Blitz programmers to create a special SkyBox entity, but all I got was the recommendations that I used above. And a few put off Blitz programmers who responded with things like, "There's no need for a skybox, becuase it's easy to implement."
If you think I'm incorrect then prove me wrong. Set up a simple situation like the one I described above and get the sky to work correctly and then post it. I can also email or post my code for anyone, who thinks they can make it work. It's a small program.
Thanks,
This does not work:
EntityOrder sphereSky, 1;
EntityParent sphereSky, camera;
The above has the effect of making the sky move with the main spaceship, so when I turn, the stars don't move. Also, the other two enemy ships disappear if I fly too far away from them, becuase they pass right through the other side of the sky.
I have also tried:
EntityOrder sphereSky, 10; higher z-buffer numbers
along with
EntityParent sphereSky, camera;
or
PositionEntity sphereSky, EntityX(camera),EntityY(camera),EntityZ(camera);
Which has no effect.
So If I don't make the sphere a child of the camera/ship, my ship can fly right through the sphere. When I make the sphere a child of the camera/ship, the stars don't move (relative to me) AND the other ships move out of the sphere when I fly too far away from them.
None of the above situations look/feel even close to realistic. Perhaps the skybox code works for games that are set on the ground (i.e. first person shooters), but not in an outer space simulation.
I asked Blitz programmers to create a special SkyBox entity, but all I got was the recommendations that I used above. And a few put off Blitz programmers who responded with things like, "There's no need for a skybox, becuase it's easy to implement."
If you think I'm incorrect then prove me wrong. Set up a simple situation like the one I described above and get the sky to work correctly and then post it. I can also email or post my code for anyone, who thinks they can make it work. It's a small program.
Thanks,