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Clouds in Video Games
- gue-ni 2y agoI can't even read the article because the cookie banner won't close. What the hell.
- gue-ni 2y agoAgree to selection never becomes clickable.
- jobigoud 2y agouBlockOrigin button > Disable Javascript on this site > Refresh.
- latexr 2y agoReader Mode in Safari isn’t working either. Weird. Well, as they wish, no skin off my back to close the page and never come back.
- MaxikCZ 2y agoPeople suggesting how to get rid of it, so I suggest my solution as well: closing the site gets rid of the popup.
- msk-lywenn 2y agoI used that technique, works very nicely
- littlekey 2y agoFor me the notification banner closed successfully, but the ad density on the site was so unpleasant that I used your strategy anyway. It worked great, 10/10.
- nooormal 2y ago[flagged]
- ajxs 2y agoMy personal favourite 'Clouds in Video Games': I used to play Quake 3/Quake Live competitively, and spent a lot of time in a small 'arena' map called 'Thunderstruck'[1]. The clouds in this map are absolutely ridiculous in terms of their realism, but there's something really nice about them. There's certainly no time in a Quake game to just sit and stare at the clouds, but they definitely add a bit of flavour! 1: https://www.youtube.com/watch?v=N6wwMSIWCWw https://www.youtube.com/watch?v=N6wwMSIWCWw
- sambeau 2y agoI worked at Realtime Worlds, maker of Crackdown. In the first week of joining I was privileged to attend a small talk where Hugh Malan explained how he rendered the skybox. It was fascinating, if somewhat over my head. I still think that Crackdown had one of the most beautiful skies—it holds up nearly two decades later. It seems that Hugh worked on 'Horizon: Forbidden West' too.
- ErneX 2y agoCrackdown was great! One of the games that made the Xbox 360 special.
- SliceOfWaifu 2y agoThe first Crackdown is one of my favorite games of all time!
- tonmoy 2y agoPlaying some of the games mentioned here doesn’t heat up my phone as much as reading this article for 2 minutes did
- pornel 2y agoThe article says surprisingly little about the state-of-the-art in realistic cloud rendering. It's now feasible to pretty accurately simulate light propagation through the atmosphere and the clouds. The blue skies and red sunsets can be calculated based on physical properties. Raymarching can be used to accurately render any shape of the clouds from any viewpoint. It's amazing how a couple of relatively simple formulas (Beer-Lambert law, Henyey-Greenstein phase function) can be used to realistically render almost everything about the clouds: the silver linings, darkened bodies, crepuscular rays, various appearances from thin fog to white powder, and colorful graidents at dusk and dawn. https://youtu.be/GOee6lcEbWg?t=1422 https://youtu.be/GOee6lcEbWg?t=1422 https://youtu.be/mGHCOOnI5aE?t=1640 https://youtu.be/mGHCOOnI5aE?t=1640 https://www.youtube.com/watch?v=Qj_tK_mdRcA https://www.youtube.com/watch?v=Qj_tK_mdRcA