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world-time-weatherlisted

Architecture blueprint for time-of-day, weather, seasons, and climate systems: central game clocks, time scale, calendars, server/diegetic clocks, weather profiles, regional schedules, overrides, volumetric clouds, storms, systemic weather effects, survival temperature, event schedulers, daily resets, TOD lighting, rendering integration, and persistence. Use when designing day/night, weather, seasons, dynamic skies, hazards, resets, or when weather pops, forced weather leaks, the sun jitters, or time-skip floods events.
Firzus/agent-skills · ★ 1 · AI & Automation · score 72
Install: claude install-skill Firzus/agent-skills
# World Time & Weather Build the time-of-day + weather layer of an open-world game — systems first: the clock, the weather state machine, their gameplay consumers, the scheduler, and the rendering integration. References: BotW/TotK (the best-datamined implementation in the genre) and Genshin (the server-clock model), broadened with the simulation-driven weather (RDR2, Sea of Thieves), seasonal (Stardew, RimWorld), and rendering (Nubis, Hillaire) traditions. ## The architecture rule **One clock service, one weather service — both publish; nobody polls the raw clock.** ``` GAME CLOCK monotonic accumulator (double/ticks, NEVER a wrapped float); publishes day-phase flags + change events; dual day divisions; dual server/diegetic clocks; calendar/seasons if used WEATHER weather is DATA (climate profiles, pre-rolled regional schedules, the handle-based override stack) — or simulated (clouds/fronts); a weather state bundles precip/wind/fog/cloud/lighting/audio/flags CONSUMERS subscribe to events; read cached state; never poll-compute; continuous values (wetness 0-1) ride a global parameter bus SCHEDULER fixed-hour hooks, two-phase events, respawn policies, time-skip catch-up (fire once, never N times, never zero) ENGINE dynamic GI under a moving sun, sky/cloud rendering, precipitation + rain occlusion, the param bus written once per frame ``` ## Reference map | File | C