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Sep 29, 2014 at 22:42 comment added MrKatSwordfish My game time isn't simulating Earth's, just emulating something ~like~ it. The plan is to support different worlds with an arbitrary number of months-per-year, hours-per-day, minutes-per-hour, etc. I do have (four) seasons and I determine which season it is by "gameMonth / monthsPerSeason". - I haven't implemented leap years or DST yet, and I'm not sure if I will; that level of simulating time is really cool, but I'm not sure if I need it to achieve the desired effect. There really is a lot to think about here, thanks for the input! :]
Sep 29, 2014 at 16:22 comment added corsiKa You track days and months - do you care about seasonal effects? What about latitude?
Sep 29, 2014 at 12:22 review Close votes
Sep 30, 2014 at 14:45
Sep 29, 2014 at 11:58 comment added Anko Hmm, does your game's time implement leap seconds, leap years or Daylight Saving Time? Human-readable time isn't even monotonically increasing; it sometimes moves backwards. There are an incredible number of subtleties here.
Sep 29, 2014 at 7:10 comment added MrKatSwordfish My idea was to use the normalized day/night value elsewhere as a parameter for various effects; light color, light direction, intensity, etc.
Sep 29, 2014 at 6:39 history tweeted twitter.com/#!/StackGameDev/status/516477457398915072
Sep 29, 2014 at 5:44 comment added AturSams btw, I would do a more thorough transition: google.com/… google.co.il/… google.co.il/… google.co.il/search?q=night+skies The transition between those...
Sep 29, 2014 at 4:51 vote accept MrKatSwordfish
Sep 29, 2014 at 4:27 comment added AturSams If something is not clear then please let me know.
Sep 29, 2014 at 3:53 answer added AturSams timeline score: 10
Sep 29, 2014 at 3:38 history asked MrKatSwordfish CC BY-SA 3.0