Simon Schreibt, a game artist, analyzes how graphics and visual effects were made in specific video games.
HN commenters recommend it as a source of game art and rendering technique breakdowns, such as Homeworld 2 backgrounds and Diablo's parallax.
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/
I found these lists:
https://www.gamedevpensieve.com/graphics/3d/3d_frame-breakdown
http://www.adriancourreges.com/blog/2020/12/29/graphics-studies-compilation/
http://simonschreibt.de/game-art-tricks/
Not super current, but still a nice overview :)
You might also enjoy [0] (which is based on [1]).
[0]: https://simonschreibt.de/gat/zelda-wind-waker-hyrule-travel-guide/
[1]: http://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavy
Very cool!
Is it possible to modify the algorithm to use vertex color instead of triangle color? It is possible to do interesting stuff like Homeworld 2 backgrounds.
http://simonschreibt.de/gat/homeworld-2-backgrounds/
> A similar trick is used in Crash Team Racing and the Homeworld PC game (or was it Homeworld 2? I don't remember).
It was Homeworld 2, apparently:
https://simonschreibt.de/gat/homeworld-2-backgrounds/
You probably already know Simon schreibt, but for the other that want other game tech tecnique, it's a great blog: http://simonschreibt.de/