world-time-weatherlisted
Install: claude install-skill Firzus/agent-skills
# World Time & Weather
Build the time-of-day + weather layer of an open-world game — systems first: the
clock, the weather state machine, their gameplay consumers, the scheduler, and
the rendering integration. References: BotW/TotK (the best-datamined
implementation in the genre) and Genshin (the server-clock model), broadened with
the simulation-driven weather (RDR2, Sea of Thieves), seasonal (Stardew,
RimWorld), and rendering (Nubis, Hillaire) traditions.
## The architecture rule
**One clock service, one weather service — both publish; nobody polls the raw
clock.**
```
GAME CLOCK monotonic accumulator (double/ticks, NEVER a wrapped float);
publishes day-phase flags + change events; dual day divisions;
dual server/diegetic clocks; calendar/seasons if used
WEATHER weather is DATA (climate profiles, pre-rolled regional schedules,
the handle-based override stack) — or simulated (clouds/fronts);
a weather state bundles precip/wind/fog/cloud/lighting/audio/flags
CONSUMERS subscribe to events; read cached state; never poll-compute;
continuous values (wetness 0-1) ride a global parameter bus
SCHEDULER fixed-hour hooks, two-phase events, respawn policies, time-skip
catch-up (fire once, never N times, never zero)
ENGINE dynamic GI under a moving sun, sky/cloud rendering, precipitation
+ rain occlusion, the param bus written once per frame
```
## Reference map
| File | C