Hello guys,
I’m currently trying to make an appealing, scrolling background with stars and some unique things like planets/space stations/something like that for my (space-themed) mobile game. It is 2D, as I want to target lower end devices as well (at least as low as possible), but I’ve encountered a somewhat big problem now:
I need a background and for now I just used a star-sprite that I placed in the world. If the player however moves a little bit, he will obviously see, that the texture ends at some point, so I’m looking for a solution to fake an “open-world” (the levels are not intended to be endless, just big enough to avoid obvious repetition at least).
I have some ideas, however, I have no idea, which one would be the least performance-hungry (and still good-looking), maybe you can give me some ideas here ?
Idea 1: Skybox: Simple, but I guess this will be really bad performance-wise? As far as I know that’s just a really big sphere (and therefore a lot of vertices?), pretty straight forward, but I guess it’s not really good for mobile games?
Idea 2: Background sprite with UV-Map depending on the camera position that moves with the player (I did implement this, however, it is highly repetitive … )
Idea 3: Dynamic texture: Paper sprite component behind the player pawn, that updates its texture with background data (could generate dynamically). I guess this is the most dynamic solution, however it will probably take a lot of computation … ? (Lots of memcopys etc.)
Idea 1 & 2 wouldn’t even allow for “special” landmarks like space stations f.e., I’d have to use independent actors for that, too, I guess?
Maybe you can give me feedback what the best solution would be here?
Thanks in advance!
Regards,
EDIT: Small sidenote: I don’t use any lights in my scene, only unlit materials (if that matters?)