Hi, its me again.
I worked a bit on some volumetric clouds for the game, they are completely dynamic. I think they already look good enough to show them, though there are still many issues, like the shading which must be better (currently its just tracing upwards, if it hits another cloud it get shaded darker). (i know there are some sorting errors, but i will not change it as this would require to much cpu power)

The clouds consists of several thousands of billboards, which is not that a big problem itself but because of the alphablending it really hurts the fillrate (i hope i can solve this with rendering the clouds to a smaller rendertarget seperatly).

Some screenshots: (note, the clouds doesnt get counted in the vertexes and polygon numbers)
taken on a PentiumD 820, Geforce6600GT


using a different texture:

more screenshots on my website.

Finally something for the scientist of you:
For simulating a cloud physical correct you have to calculate every 0.01mm thick waterdrop. Because this would be to much work i don't do that. My method is way faster than the physical approach.
In numbers:

(Don't take the numbers to serious)

greets
Chrisb


www.Swollen-Eyeballs.org
ICQ:169213431
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