Building a Dynamic Weather System: Making Snow and Rain Stick to Terrain
One of the most satisfying moments in game development is when a system finally clicks into place and transforms your game world from static to alive. For me, that moment came when I successfully implemented snow and rain that doesn't just fall from the sky—it accumulates on the ground, creating a living, breathing environment that responds to weather conditions.
The Challenge
Weather effects in games often feel cosmetic. Rain falls, snow drifts down, but the world remains unchanged. I wanted something different: precipitation that matters, that transforms the landscape, that makes players feel the weather rather than just see it.
The Payoff
Watching the first snowfall blanket my game world was magical. The terrain gradually transformed as white accumulated. Rain created puddles in storms.
But the real reward came from playtesting. I immediately noticed and appreciated the dynamic weather. The world felt reactive and alive in a way it hadn't before.
What's Next
This system opens up new possibilities: seasonal changes, dynamic erosion, mud that forms when snow melts, tracks that persist in fresh snow. Each of these features builds on the foundation of persistent precipitation, and I'm excited to explore them.
Weather in games should be more than a backdrop. When done right, it becomes a character in its own right—shaping the experience, influencing decisions, and making the world feel genuinely dynamic. That's what this system achieves, and it's been worth every hour of development.

