Testing weather simulation & biome distribution on the default map. Too much water vapour on the south, too big a desert in the center of the main island (on the left), but imo overall it looks pretty interesting already!

#indiedev #gamedev #indiegames

@lisyarus Are you modelling the dew point as a factor of altitude and saturation?
@toerror Nope, just local temperature
@lisyarus If you wanted to get clouds inland then IRL, that's why you get that happening.
Also, day / night heating up the land and causing air to rise and form clouds.
@toerror @lisyarus If you've only got temperate use an adiabatic lapse rate with altitude to get your rough dew point cloud height.
@toerror @lisyarus This rate does vary with humidity content (which is how we get the Foehn wind etc.), but you may not need to model that. It's a few decades since I last did any serious atmospheric physics.
@dougbinks @lisyarus I have implemented lapse rate in my own atmospheric model, and a simple set of greenhouse approximations... I can still only get to within +-10 degrees C at locations on earth, but it's not a bad approximation I guess...
I'm told that IRL it's not quite the dew point you're interested in because that would actually be way too cold - you get dew formation on dust particles at a much higher temperature, so somthing to finger in the air tweak in a game IMO.
@dougbinks @lisyarus In fact, I hear that one of the reasons Manchester gets so much rain is because of pollen coming off the heather on the moors seeding cloud formation. ( Also might be why clouds fail to form over deserts? Not 100% on that one - think I heard that somewhere. )
@toerror @lisyarus Cloud formation was certainly one of the difficult problems they used to discuss back when I worked in atmospheric physics, but since I was primarily studying Mars before I switched to fluid pattern formation work I didn't get to work on any of that