


dark length in the daily sequence.Īt a minimum the day/night simulation would take a minute. A generic light cycle model would do, and, if I do decide to simulate seasons, I'll just adjust the proportion of light vs. While I'm interested in precision, I don't care about accuracy for a particular lat/long or time of year. My game has a realistic look and feel, and I'd like to try for subtle shifts in chroma. Looking at similar posts on this site, the authors were interested in either an intensity curve between black and white to reflect the non-linear way sunlight changes (useful for my overlay objective), or just a handful of states (night, dawn, noon, dusk). The sequence for the sky's color-shifting is the focus of this post.Ī translucent overlay for the ground, which may or may not tint for color, but would reflect light intensity for time of day. I'd like to simulate a day/night cycle, and am thinking to do this with two components:Īn underlay to simulate sky color, accompanying either an alternating cloud or star rotation animation containing lots of transparency depending on time of day.
