pretty self explanatory,
when a world is generated, its seed would be scanned for,
- large bodies of water
- mountains
- dry and snowy biomes
which then would then be used for the generation of, in that same order, rain clouds, places clouds should be repelled by, places where it should never/rarely rain (desert, savanna) rain and places where the rain would transition to snow
of course all this sounds way overboard and super heavy on the cpu and the game in general, doing weather simulations for like
30x30 million blocks?, but like most things, could be optimized
-
the weather could first off, simply not interact with the terrain (for example thunder and lightning) in chunks not loaded
-
the whole weather system could calculate a dynamically updating "active area" based on player generated chunks, imagine selecting the chunks the players have explored, drawing an outline around it all, and increasing it's size by like 20% to avoid clouds being cut off on borders
