So after nearly a year of not posting on the forums
I decided to work on realistic physics that does not burden a players device
This cloud system took me a month to make.
Before I discuss how this works, I would like to get a few things out of the way/
- No parts was used
- Everything is a ui
- Can handle up to 15k different clouds at once in a 15k stud radius
- Each cloud has their own, height, volume, density, and they move towards the winds direction
- Each cloud gains volume over oceans and water sources, simulating evaporation and condensation.
- Each clouds darkness is proportional to their volume and there is a threshold as to how much volume a cloud needs to start raining
- Other systems include relief rainfall.
These clouds DO NOT change in any way, shape or form if the graphics level is decreased. Players should also expect a drop of 1or 2 fps if they are on an average laptop.
The clouds are controlled by the server and the clouds are rendered on the client. Which makes the clouds you see ingame the same for everyone, including position, height and volume
The server creates folders for each cloud, these folders consists of different properties.
Size
Volume
Density
IsRaining
Position
IsOnLand
other values that controls the entire cloud system are
EvaporationRate
AreaToVolumeConversion
RenderRadius
RainThreshold
RateOfPrecipitation
Altitude
AtmosphericPressure
SpawnRate
for the client RunService.Heartbeat is used to adjust each of the clouds to their information
Because heartbeat is after everything, including physics which doesnt hault any processes if said player has a low fps.
Other additional notes: No Animations are used in this video; Everything you see including the sun rays and lens glare are UI too.
About the movement of the character, each limb is controlled by a script which simulates realistic running and walking, similar to phantom forces’ movement. (A community tutorial will be posted on how to do it)
I am working on a realistic water system currently.