The button on the bottom-right accelerates time. Keep it pressed, because otherwise time is real time and you’d have to wait the whole day.
There are still errors in the skyboxes, that you’ll notice if you switch the camera view, and of course there’s nothing really to do, yet.
How does this work?
I have the same skybox in 3 different versions - day, night and dawn. An update timer calculates blending depending on time of day - during the day, you see the day skybox, during the night, the night one. For two hours around dawn, it will blend from day to dawn, then to night or vice versa.
At the same time, the sun is continuously moved also based on the current time.
As a small extra, the fire braziers on the courtyard are lit at dusk and extinguished at dawn.
It was an interesting experiment getting it all just right.
The new version crashes Firefox. I tried 3 separate times, each time it loads the entire webplayer, then promptly crashes and sends a report. I’m using the latest version of FireFox 3.0.4 and OS X 10.4.11 on an iMac Intel Core Duo with 2 GB of RAM.
Edit: I just tried it again. First I cleared Firefox’s cache and then relaunched. Still crashed. I haven’t run into this issue in a long while, are you sure you didn’t leave something awry in your project?
If you use a lightmap to illuminate your terrain grass and detail maps will be effected by lighting (and all shadows that are baked into the lightmap).
look at the picture below: grass and details meshes (like the yellow weed) are lightened “correctly” by the terrain’s lightmap.
Than i guess you will need another engine: with realtime lighting on all objects/vegetation/… and a very fast graphics card… look at cryengine2 or dunia which drives far cry2.
Using multiple lightmaps for day/night cycle shadows is not very efficient. The amount of lightmaps required would be too many to generate and if you have too few, would not be smooth in terms of transitions.
Realtime shadows were built for this sort of thing.
You could just use a general ambient occlusion/overcast lightmap and do the rest realtime. With or without shadows - changing the fog and ambient colours should take care of most of it.