Hi all! I'm currently working on a game taking place in part on an airship, and I've been wondering what's a good way to create high performance, "dynamic" sky environments?
My searches have shown skyboxes + skydomes + HDRIs/cubemaps are a typical solid option, but I'm not sure about more in-your-face clouds as well as great ways to approach generating the visible terrain below.
All in all, trying to accomplish the following elements in a game engine (Unreal but curious about generic approach overall):
My thoughts for each thus far are...
Writing up this post, I realized #3 is actually a pretty separate question and pretty well covered or at least I know how to discover somewhat (such as by searching "polycount distant terrain").
Thus, I'd like to really ask:
Is the above multi-layered approach of skydome/HDRIs/cubemaps + simpler 3D models closer up + volumetric (?) clouds a good approach for a dynamic, high performance up-close sky environment?
Thanks for any and all help!