I overheard the problem with clouds and decided to suggest a possible solve. I have seen many space games use this tactic and it adds both atmosphere and some cool style accents. The basics of it is that you have 2d convincing images of clouds facing down on the planet. Once the code detects that the ship is passing through the clouds it activates a corner screen animation that makes it look like you are passing through clouds. Then when you exit the atmosphere you just have the image of the planet with clouds around it. This takes most strain off of your device via the use of easy images rather than full on physics based clouds.
Cloud Code (This is very rough cut and I made it in like 3 mins)
while(bool i = false){
if(spaceShipHeight >= (int cloudLevel = 12)){
World.drawRect(overlayCloud1) /*These are the images to work as the animation for when the ship enters the clouds */
World.drawRect(overlayCloud2)
World.drawRect(overlayCloud3)
}
}
From here you just reverse that process when entering the atmosphere and set up animations for the clouds appearing when you get in distance of the planet. Like I said this could be a very cool way to have the player experiencing the clouds without having to make physics and have it drain the machine. Thank you for your time. I know this is very basic but it is just an outline of my idea. Given time I could work on it more if needed.
Thanks,
Alumaur
@AndrewGarrison
Thanks, but this isn't applicable to SR2. The atmosphere rendering is very complicated in SR2. We would love to add clouds at some point, but it's quite challenging.