world-time-weather

Design game time and weather architecture with publish-subscribe state and rendering integration.

1|Updated May 12, 2026
One-click install
npx skills add https://github.com/Firzus/agent-skills --skill world-time-weather
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: world-time-weather
Source: https://github.com/Firzus/agent-skills/tree/main/skills/game/world-time-weather
Command: npx skills add https://github.com/Firzus/agent-skills --skill world-time-weather

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps design and implement a unified time-of-day and weather layer for games, so clocks, skies, storms, seasons, and gameplay effects stay consistent instead of drifting, popping, or desynchronizing.

Core Features & Use Cases

  • Clock Architecture: Defines a monotonic game clock, day phases, calendars, seasonal cycles, and server-versus-diegetic time models.
  • Weather Systems: Covers weather as authored data, pre-rolled schedules, override stacks, and simulation-driven alternatives like volumetric clouds and dynamic storms.
  • Gameplay Consumers: Shows how AI, combat, survival temperature, spawn windows, and event schedulers read time and weather without polling raw state.
  • Rendering Integration: Explains how to keep lighting, sky, fog, precipitation, wetness, and global parameter buses coherent across transitions.
  • Use Case: If your game has rain that never stops, a sun that jitters after long sessions, or quests that break across midnight, this Skill provides the architecture to fix it.

Quick Start

Ask for a system design for your game’s day-night, weather, and scheduler pipeline, including clock representation, weather state transitions, gameplay consumers, and rendering integration.

Frequently Asked Questions about world-time-weather

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I keep game clock and weather systems synchronized without state drift?

A unified time-of-day and weather layer prevents drifting by using a monotonic game clock and consistent publish-subscribe state. This ensures clocks, skies, and gameplay effects stay synchronized without polling raw state.

What causes the sun to jitter or sky lighting to pop during long game sessions?

Sun jittering and sky popping occur when time-of-day and weather state transitions desync over long sessions. Applying a robust architecture with override handling and global parameter buses keeps lighting and precipitation transitions coherent.

How do I structure a game scheduler that triggers events based on seasonal cycles?

You can structure a seasonal scheduler by defining a monotonic game clock, day phases, and seasonal calendars. This allows AI, spawn windows, and event schedulers to read time and weather consistently without polling raw state.

Can I integrate dynamic storm cycles and survival temperature with rendering pipelines?

Yes, weather systems can be integrated with rendering pipelines using authored data, override stacks, and global parameter buses. This keeps lighting, sky, fog, wetness, and survival temperature coherent across dynamic storm cycles.

What is the best way to handle weather overrides in an open-world game?

The best way to handle weather overrides is by using an override stack within a unified weather architecture. This allows scripted weather events to stack and resolve cleanly without breaking pre-rolled schedules or simulation-driven volumetric clouds.

How do I fix quests that break across midnight or after weather state changes?

Quests breaking across midnight happen when time and weather state lacks proper persistence and publish-subscribe state. A unified time-of-day architecture ensures diegetic time models and gameplay consumers transition safely without desync.