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Weather System - Implementation and Results

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retroip

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Greetings,
Let me describe implementation of weather system in more details.

Global Weather
Simulation year have 40 days, and 4 seasons (like in real). 1 day has 1000 ticks. 1 tick has 10 smaller ticks, 1 smaller tick is ticking every 250ms.

Temperature
Base of simulation is temperature of region which can be modified by position of this region, as I mentioned before, regions in higher altitude will have lower temperature and so on.
During the year, which is 40 days, temperature has sine continuance, lowest in winter, highest in summer, lowest at night, highest at noon. There are also modificators like raining/snowing (drops) density, clouds density. At the end formula looks like:
Temperature = HourModifier + DayModifier + DropsModifier + CloudModifier + RegionSpecific +- Random of 0.0 - 0.3

weatherSim_Temperature.png

This show region with zero difference, of course, the range of minimum and maximum temperature is very wide, it is already shortened and implemented to have values from -6 to 6 points.
What is optimal temperature for creatures ? Currently around 4-6 points.

Clouds
Density depends on current day and temperature. As we are closer to summer, we can expect less clouds + as temperature is raising, less density of clouds we will have. There is some threshold, how often and how will be density changed to have cloudy days and to have clear sky above. I also simulate cloud variation, which determines how are clouds morphing (changing), which is also affected by wind speed
Picture show density of clouds during 2 years

weatherSim_Clouds.png

Drops
This means Rain and Snow. As we have higher density of clouds there is higher chance to have higher density of drops. There are lot of chances, for example chance to start drops, to increase drops density, or to stop drops. This chances are also thresholded to not have random rain, during whole year, but to have rainy and not rainy days/hours.
Small demonstration.

weatherSim_Drops.png

Humidity
Nothing special here, as it more rains, humidity is raising and with lower temperature it is raising faster. When there are no drops, humidity is diminishing and with higher temperature faster. Well, currently I don't know exactly how and which part of the simulation will this parameter affect.

Storm
Well, this is calculated in very easy way. If we have some clouds, and we are starting to have higher temperature, there is higher chance to Flash or Storm boom, that's it.

Wind
Main wind direction and speed is picked from global weather and it is modified per region.

weatherSimulation.png

Weather flow
(not yet implemented)
Goal is to implement weather progression across regions. I want to spread wind with direction and velocity, temperature, clouds denstity, etc... Implementation is already on paper, but I dropped it, due to reason, that I really want to finish main aspect of this simulations instead of deep weather system. So I postponed implementation till I'll have acting creatures in simulation world.

I'v attached CSV and XLS file with values from simulation for 1 year.

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