When you guys do clouds with LibGDX, do you guys use a bunch of transparent particles? Or a few different transparent png files? I haven’t tried either one yet, just looking for suggestions on which one is the standard, if there is one.
I don’t think there is a standard for LibGDX, but there are proven methods for 2d games and 3d games in general.
2d games often use a single (animated) sprite per cloud and 3d games a particle system of half transparent sprites but that also depends on the art style of the game.
I have been trying to do some realistic clouds based on the shaders and you can find my shared code in this thread: http://www.java-gaming.org/topics/glsl-clouds-noise-based-generation/38606/view.html. It is based on the noise function. It is a shame that I have not yet documented the code, but I will try to do so when I have some time.
NOTE: the source has multiple cloud implementations, one of them is not mine, I have used it just for testing. You can give it a look by executing the code, it will let you to alternate between the two shader programs.
Ok thanks! Those clouds look really cool, I’m going to take a deeper look into the code after work.