![]() | This article may be too technical for most readers to understand.(September 2010) |
I see only 3 layers. 0_Ô 84.182.83.207 (talk) 23:27, 5 April 2008 (UTC)
Shouldnt this be moved to Parallax Scrolling ?
Tone on last part looks neutral. Suggest removing the note about 'fan's point of view' Slipandslide (talk) 12:04, 23 March 2015 (UTC)
I've moved this from Parallax scroll. However, I'm feeling that this article seems a little too technical, and I'm having some difficulty understanding how this works. Could anybody makes this a little more clear? Oklonia 00:27, 12 Apr 2005 (UTC)
I just made major edits on Pseudo-3D. Parallax scrolling and Pseudo-3D are not synonymous. Parallax scrolling is "moving the camera vertically or horizontally, with different layers moving at different speed, therefore giving the feeling of depth". Pseudo-3D is any illusion that gives you the depth perception you usually get by the true geometric rules of a threedimensional world has while only making this illusions with concepts and rules of a twodimensional world.
Therefore I would say, Parallax scrolling is a subfield of Pseudo-3D. Yet, parallax scrolling is of such great importance to cartoons, computer games etc. that I would prefer to have a separate article for it. --Abdull 12:51, 16 September 2005 (UTC)
I liked the animation and explanation of Parallax scrolling. However, it says "By moving layer 2 twice as fast as layer 1, and layer 3 twice as fast as layer 1, a suggestion of perspective is achieved". Shouldn't it be "By moving layer 2 twice as fast as layer 1, and layer 3 twice as fast as layer 2, a suggestion of perspective is achieved". As a matter of fact, the two middle-layers are moving at the same speed, thus defeating the purpose of having 2 and not 1 layer there.
Some people have said it's quite ugly and a bit hard to easily read, well, I've been making a game that uses parallax layers, and we have a built in recording function, I've recorded a short example of the layers moving, and I can supply each individual layer if needed, here's the animated example: http://i24.tinypic.com/4pvxih.gif Please reply if you think a change is in order —Preceding unsigned comment added by 203.97.120.37 (talk) 09:04, 28 October 2007 (UTC)
I can't find a reference, but I can see for myself in MAME that Defender (1980) uses parallax scrolling - the stars move much more slowly than the landscape. Claims that Moon Patrol was first appear suspect - although its parallax scrolling was more advanced. 86.158.246.183 (talk) 19:46, 16 April 2010 (UTC)
I think the fact that parallax scrolling was popularized in the game Moon Patrol in not important enough to be in the first sentence, so I moved it to the end of the summary paragraph. — Preceding unsigned comment added by 76.76.224.55 (talk) 23:14, 5 December 2011 (UTC)
This article is missing parallax scrolling as part of web design[1]. Fountains of Bryn Mawr (talk) 14:24, 17 July 2012 (UTC)
Tone on last part looks neutral. Suggest removing the note about 'fan's point of view' Slipandslide (talk) 12:04, 23 March 2015 (UTC)
As a website designer, I have some questions for adding to this article (and whether the article needs clarification at all). Should the technologies be expanded for the tools required to create parallax websites? While HTML5 is inherently used to create webpages, it isn't the component that implements the parallax scrolling; that is most often javascript or a javascript-based library, examples[1][2][3][4] (I am not sure what a good source to site here would be; should individual tools or overviews be cited here?). Also, "parallax" scrolling has been used to refer to general animations dependent upon a visitor's position on the page. Should this be mentioned, because it can might get confusing for people not familiar with the evolution of parallax website design?
References
The article currently fails to disambiguate between two (completely valid, but orthogonal/incomparable) kinds of "parallax scrolling".
In essence, what do we mean by "scrolling"?
When we say that the 2.5D background of a NES game is "scrolling", we don't mean that the NES is a web browser, or that the input device of the user is directly capable of "scrolling", including destructively interfering with programmatic scrolling (if any), nor that NES games are typically (or ever) "Documents" in the sense that these can be scrolled, etc.
However, in web design, there *is* such a thing as (e.g) scroll-driven animations (and likely any number of other "related" HTML/JS/CSS features that may well require disambiguation, if not separate treatment). I imagine these are what the study deals with. Nothing to do with NES games in other words (read: nor with any other application of the 2.5D graphical style of "scrolling", including in a browser context!).
Even in the browser context (where we have now disambiguated "2.5D" from "scrolling the Document", remember?), we still have yet more different connotations to scrolling the document (user input, programmatic, sliding window). And we can also talk entirely about scroll events on their own, and the ability to hijack them to do any arbitrary thing on the page (but crucially driven by scroll input, in that case).
And so on.
I don't see that 2.5D "parallax scrolling" has anything reason to even mention web design (indeed, we can employ 2.5D parallax scrolling in our web design, not the other way around).
TL;DR: The entire web development subheading very much belongs somewhere else, e.g. in an article discussing motion sickness, UX, accessibility, or indeed web design.
All the best, 98.128.228.59 (talk) 10:59, 1 June 2025 (UTC)