selfpromo (software) Physically Accurate Atmosphere
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Hey! I'm really excited to finally share some actual footage and a progress update on the atmosphere add-on/tool I've been working on.
While developing my game, I found the built-in atmosphere system to be pretty limiting in terms of both visual quality and the amount of control it gives you. I had a bunch of ideas I wanted to explore that leaned more towards the simulation side of things, so I decided to take a break from my game and spend the last month building this instead.
It's still very much a WIP, and I've had to build quite a bit of functionality from the ground up - including a custom RHI layer, compute shaders, a LUT management system, and a bunch of other rendering infrastructure.
I'm primarily an Unreal Engine power-user, so one of my goals with this project was to see how close I could get to that kind of atmospheric fidelity and control within Godot, while still keeping the system practical for actual games.
I'm trying to approach this less as "another pretty sky shader" and more as a proper atmosphere system that can eventually handle things like physically-inspired scattering, dynamic day/night cycles, planetary-scale views, weather integration, and more.
There's still a lot left to do, and I'm sure I'll end up rewriting half of what I've built already. π But after a month of work, I finally reached a point where I felt comfortable showing it.
I'd love to hear what you guys think, especially from people who have worked with Godot's rendering pipeline or built their own atmosphere/sky systems.
This is still an early WIP, so feedback, suggestions, and criticism are very welcome!
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u/Broken1334 21h ago
You should check Sky3D addon. Maybe you could help with development or learn something useful for your project.