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I'm attempting to create as realistic of a weather system as possible for a game I'm making. Unfortunately, I lack a basic understanding of how weather works, where it starts, what does what, etc. If anybody has a site that explains weather in terms a child can understand, and then builds upon that knowledge, that would be simply fantastic!

I wish I had more knowledge to ask a better question, but I'm completely oblivious to how weather works. An explanation of how realistic weather can be created in a game would be great too.

Thanks!

2007-12-06 07:55:08 · 4 answers · asked by Framton 2 in Science & Mathematics Weather

4 answers

Good question Frampton. Here are some ideas to consider.
On the earth there are three cells of vertical circulation. Try to picture a cross-section of the earth. At the equator the air rises with heating from the Sun and in the upper atmosphere begins to flow toward the north and south poles. At about 30 degrees north latitude it sinks and flows back toward the equator forming the easterlies in the band from 30 N to the equator. This cell is the Hadley circulation. Between 30 N and about 60 N there is a similar circulation but in a reverse mode. It flows at the surface from 30 N to 60 N where it rises along the Polar front and returns aloft by flowing southward where it sinks at 30N. This cell is called the Ferrel cell. Finally, north of 60 N there is the Polar cell which in the upper atmosphere flows toward the Pole where it sinks and flows southward near the surface. Where the Ferrell and Hadley cells sink at 30 N we have the Horse latitudes an area of generally high pressure. The Ferrell cell flow at the surface is the cause of the westerlies. And with the Polar cell the surface winds are called the polar easterlies. This same pattern is repeated in the southern hemisphere.

There are at least several important other factors to consider. They are the Sun, the tilt of the Earth's axis, and the rotation of the Earth. But also of importance is the existance of the Earth's atmosphere without which there would be no weather. Of parallel importance with the atmosphere is the Earth's oceans without which there would be no clouds, or water vapor of consequence. These are in my opinion all of equal importance in creating and sustaining the Earth's weather machine. The tilt of the Earth's axis and the Earth's orbit are responsible for the seasons. The earth is closest to the Sun in the Northern hemisphere winter when the earth's axis points away from the Sun. Together these bring about the Winter season. In the Summer the earth is a bit further from the Sun but the earth's axis is now pointing toward the Sun so we get more of the Sun's energy per unit area. The rotation of the earth helps direct the winds throughout the atmosphere. Winds are caused by temperature differences which cause pressure differences. This causes air to flow from high to low pressure. It is deflected to the right by the rotation of the earth. Well, these are a few things to consider in making your game. I think such a game is a cool idea and should prove very popular, giving the game player the idea that he or she can change the weather by changing some of these factors I've listed.

2007-12-06 08:27:25 · answer #1 · answered by 1ofSelby's 6 · 0 0

Sadly for your game and all meteorologists, the processes that dictate the weather are incredibly complex. Sadly there isn't really a way to explain it where a child could understand it. Hopefully it stays that way so I'll always have a job ;)

I know for gaming, realistic weather has always proven very difficult to model and render. At Microsoft for example, they have dozens of people whose sole job is to model realistic weather for the Flight Simulator series.

I can tell you a few pointers that may or may not help you:

1) Wind gets faster with height, and above about 3000 ft usually blows from west to east.

2) Thunderstorms happen in areas of low pressure and are made up of an updraft and a downdraft right next to it.

3) Storms move with the average wind.

4) They normally start in areas of warm, moist air, such as just ahead of a cold front.

5) Low pressure = rain, high pressure = clear skies

2007-12-06 08:25:29 · answer #2 · answered by Scott Evil 6 · 0 0

Framton, 1ofSelby's answer contains the essence of meteorology. I have nothing to add to his professional knowledge. But I understand that you want to develop a 'game.'
At one time, I was considering creating a 'weather model' for the flight simulator X-Plane. (I am myself pilot and teach meteorology to PPL students). But I had to give up that task, it's very complex.
If you really want to have a go at it, please consider this: Weather develops over a long period of time. Will your game need that? In Norway, where I live, the 'normal' pattern is a low, followed by a high ridge, followed by a low at the rate of about 24 hours since lows move around 20 knots at those latitudes. How long will a game last?

Another solution, if your game is on-line, would be to download the aviation METAR and TAF, which are accessible from many sources worldwide. The only thing you'd need then is to know the ICAO code of the airport closest to your 'game area', read the codes and translate it to the weather pattern you want to see in your game. E.g.
22010KT 9999 FEW020 BKN040 BECMG 0204 16010KT 4000 -RA BR BKN012 TEMPO 0324 VRB05KT 1500 RADZ BR BKN003
means the wind is 220 degrees at 10 knots, visibility is more than 10 km, few clouds at 2000 ft, broken clouds at 4000 ft, becoming between 02:00 and 04:00 wind 160 at 10 knots, visibility 4000 meters, some rain and haze, broken clouds at 1200 ft, temporary between 03:00 and midnight, wind variable at 5 knots, rain and drizzle, broken clouds at 300 ft.

Difficult? Still, it would be easier than making your own weather pattern.
You can email me directly if you want to talk more about it.

2007-12-06 09:21:36 · answer #3 · answered by Michel Verheughe 7 · 0 0

http://www.howstuffworks.com/

try this site

2007-12-06 08:04:00 · answer #4 · answered by ONLY ME 3 · 0 0

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