I'm trying to create relatively realistic weather patterns for my game. The simulation should handle temperature, wind, cloud formation and evolution, fog/mist, rain, snow, etc., and account for terrain (including seas/oceans).
My question: how can I achieve this? I've tried looking up how weather systems work but it hasn't been that helpful.
I've given it a shot anyway. I started with a 2D pressure grid that diffused and advected in the regular fluid-dynamical way (which generates a pressure-velocity grid, i.e. wind). Then I added a humidity grid that is pushed according to the wind. I made clouds form / un-form (rain?) based on the humidity (I gave the air a humidity 'carrying capacity' based on its pressure. Any extra humidity is converted into cloud).
Anyway, I've sort of lost faith in my work so far. Am I going in the right direction? One idea would be to simulate warm / cloud fronts themselves. Would that work out?
Any direction would be nice, I really don't know what I'm doing here. Thanks.