First operational alpha version of my sky system for Xenomata, as implemented in the C4 Engine using custom shaders and a C++ controller.
One fat controller handling dynamic updating of sun position, intensity and color; sky shader parameters; cloud layer density, color and morphing; cloud motion; fog density and color, etcetera.
Except for a cloud bitmap texture, everything else is entirely procedural.
For the sake of demonstration, the sun is running at 1000X speed here. The banding/posterizing is mostly a compression artifact due to the capture procedure and conversion to H.264.
Visit xenomata.com for future updates.
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