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seen Jan 29 '13 at 18:16

Jan
12
awarded  Scholar
Jan
12
comment Most efficient method to render 1,000s of unique space scenes?
Gives me a lot to think about and look into. Thanks for all your help!
Jan
12
accepted Most efficient method to render 1,000s of unique space scenes?
Jan
11
awarded  Supporter
Jan
11
comment Most efficient method to render 1,000s of unique space scenes?
While the thought of saving something like a nebula with alpha transparency seems ungodly, I guess since we're talking about space I might not have to, just give it a black background with alpha around that? I'll look into pixelshaders (whatever those are, lol) like Thomas suggested but suspect that the results might not be able to rival that of a hand-painted effort. Are these 2D objects (I'm currently thinking of them as PNGs) just called at run time, or would they actually be inserted into the game engine scene during level creation? Can they be given additional effects like color masks?
Jan
11
comment Most efficient method to render 1,000s of unique space scenes?
Right, I understand something about procedural generation, just nothing about game engines and what exactly they do and don't do...how much of the responsibility is going to be on me as the artist versus on the computer as the display device. I'm starting to get a clearer picture of that now with your all's help, so I can figure out which technologies and books to further explore for specific implementation questions!
Jan
11
comment Most efficient method to render 1,000s of unique space scenes?
Norguard, that's been one of my primary confusions so far (concerning achieving visual effects like "gas weaving through a nebulae" etc.). Is a fully "painted-on" background for very distant objects just not the way to go, even if the scene is complex? Are there issues with storing/displaying 1000 unique hand painted background images on say, an iPad or Nexus tablet?
Jan
11
awarded  Student
Jan
11
asked Most efficient method to render 1,000s of unique space scenes?