Ah, it was on my list, now I can cross it, thanks.
If someone knows how the sky of world of warcraft is made (and to a lesser extent the ground of warcraft3 which I think is a clever use of marching squares), please let us know, Ive been wondering for 10+ years. It has an incredible amount of features (day, night, clouds, moon, stars, etc), it's gorgeous, light, updates beautifully every other frame or so and no, it's not rendered-to-texture. Well pretty sure it's not. It's so smooth, you dont see a poly nor a texel. It also runs on a 2002 computer. A marvel of tech-artistery.
It isn't just a skybox?
The original sky is mostly procedural, I forgot to mention. The newer skies are more traditional skyboxes.
What's your question, more specifically? Also what do you mean by "the original sky"? Because it was already a skybox in the WoW original 2004 release, even if there were some procedural elements added on top.
Someone in the discussion found an interesting technique from Homeworld 2.
DayZ got a real nice upgrade to their vanilla skybox this year. Procedural weather also coming. You'd think this is all very simple to do and sure it is, to a pro and outsider, but the arma3 engine is long in the tooth and DayZ had some serious neglect for a couple years. Nice to see development has been reignited into overdrive in its 10th anniversary year.
Here is a breakdown of a WoW skybox by a Blizzard artist: https://80.lv/articles/how-to-create-skies-for-3d-games/
TLDR. it’s multiple skybox meshes layered
That's for the newer skies, the original is mostly procedural.
That was a great article, thanks!
Unrelated but on the topic of skyboxes, I always thought the backgrounds of Homeworld were really nice... turns out it's just vertex color gradients.
https://simonschreibt.de/gat/homeworld-2-backgrounds/
http://simonschreibt.de/gat/homeworld-2-backgrounds-tech/
Well done, this is something like it. That tesselation is awesome. The result is gorgeous and fast. Really beautiful.
Cant upvote enough.
Ground textures, cliffs, and ramps are tiles.[1] A heightmap modifies tile corners.[2] Everything else is an individually-placed object.
[1] https://www.hiveworkshop.com/attachments/wc3search-tutorial0...
[2] https://www.hiveworkshop.com/attachments/15-jpg.7734/