Screenshots do not do this justice - Go and buy it now, its simply amazing! From what I can tell it is quite easy to implement in a project(however, I did not actually try yet as I'm busy with a few other things). You can change the skycube that is rendered underneath the moving clouds. Bascially, it wouldn't be wise to use a sky cube that contains clouds on it with this. Instead, you should use a color gradient(light blue fading to darker blue, sun, ect.). I believe that it will be extremely easy to seemless have this skysystem integrated as a great feature for people with shader supporting graphics cards. If you cannot use this feature you should simply switch it off, and swap the color gradient skycube image with a better suited skycube image that contains clouds ect.
Some things that would really make this shine:
- Allow users access to the .fx files, I dont particularly like the idea of loading up a .wrs and would rather tinker with the individual .fx files myself.
- Have the clouds travel all the way around the entire skycube. That way full 360 degree cloudmovement can be realized for games that do not have the luxory of seeing the top of the sky at all time(a 3rd person game that mostly seeds the inner sides of the skycube).
- Special swirling cloud movement(Think Quicksand)
- A new Space version. For example, instead of clouds you'll have some comets, a couple shooting stars, ect.
The only question I have is what are the different switches for in the cloud paremeters? Are these the switches between the different P.S versions? If not, how do I switch between the different P.S versions?
Thanks for the great product and support Ello!