CaptDave -> RE: WiTP II A Weather model discussion (5/3/2006 9:09:04 PM)
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I've been away for a while -- working on a graduate degree in addition to full-time work and high-level positions in two non-profits, so not a lot of gaming time! Nevertheless, I'm another of the few actual meteorologists here, and, like 2Stepper, spent time on Guam (24 months in my case, since I was accompanied, and at the time I was there I earned a reputation for forecasting typhoons better than the typhoon center did). I'm also a software developer, although now in management, so I can offer some degree of insight from that side of things, as well. Technically, modeling the weather is no big deal for a game like this -- except for trying to fit everything into memory. WitP is already large enough to cause serious performance problems on many machines, even those bought quite recently. The way I would approach it, if there were no limitations, would be to (a) shrink the size of the existing climate zones, which obviously means adding a lot more of them, and (b) overlay typhoons/cyclones/etc without regard to the zones. The zones right now are too broad, leading to unrealistic weather, to wit: It rarely rains in California outside the period November through February. San Francisco averages under one thunderstorm day per year. Seattle has a lot of rain days, but less actual rainfall than Chicago. Ketchikan is the rainiest spot in the continental US. Don't forget that northern Australia is also subject to monsoons. We deployed to Darwin only three quarters each year because of the rainy weather in the fourth (talking in the 1980s, not during the War). That's enough examples. As far as big, tropical storms go, it would be a matter of (a) determining a path, (b) determining a size, and (c) determining a strength. Since the game uses 60 mile hexes, (b) and (c) would pretty much go hand-in-hand. Little guys that are mainly a nuisance would be one hex, moderate ones would be one hex plus all the surrounding hexes, and the rare-but-not-unheard-of monster would be a central hex plus two surrounding rings. Storm strength would be highest in the inner hex, weakest in the outer ring. There's still that memory issue, though...
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