Try Y-shearing for fake sky?
Posted: Tue Jan 16, 2018 6:17 pm
I think we can agree that the fake sky in Daggerfall doesn't look or feel all that nice. I just compared the behavior between the original game and Daggerfall Unity, and they appear to be roughly the same (i.e., same function, slightly different magnitudes), but maybe we can do better (and yes, I'm aware of the modern sky mod).
Perhaps we could deviate from the original behavior by seeing if Y-shearing would be a better solution to the problem. Basically, Y-shearing uses the tangent of the player's angle relative to the horizon instead of some linear function, and in theory it should provide a better approximation for where the horizon is on-screen (although I'm not sure; it could look completely wrong).
If you show me where the fake sky position is calculated, I could try experimenting with it some. I just need to be able to get the field of view and the angle of the camera relative to the horizon. I don't know if it'll look any good, but I guess we'll find out!
Perhaps we could deviate from the original behavior by seeing if Y-shearing would be a better solution to the problem. Basically, Y-shearing uses the tangent of the player's angle relative to the horizon instead of some linear function, and in theory it should provide a better approximation for where the horizon is on-screen (although I'm not sure; it could look completely wrong).
If you show me where the fake sky position is calculated, I could try experimenting with it some. I just need to be able to get the field of view and the angle of the camera relative to the horizon. I don't know if it'll look any good, but I guess we'll find out!