Yeaahhh…Well that’s not intimidating at all!
But honestly you are so good at explaining things about that engine to someone like me, who has little to no experience with programming and with that kinda logic.Totally got this rewinding paradox due to Time involvement. Also I tried a different curve shapes with more steep roundings to minimize the acceleration fluctuations but plane linear didn’t feel that good, because there were obvious speed change jumps. When I was experimenting before posting here I indeed tried to ADD my value to the Time in order to get smooth results, just didn’t know how to do that constantly increasing my adding value (apparently multiplying it with a tick first) but later I found out that low values works with multiplication just as well. BTW this whole remapping thing was taking care of this 0 value at the beginning by changing it to 0.1
And it feels kinda sad that because of this overhead. It seems like a good idea to have a control over the clouds speed because they behavior depends on the wind speed, not on the game time speed, right? And how about all those dynamic weather systems when you can have nice calm weather that can quickly change into a storm with a heavy wind that will move the clouds really fast? You won’t do fast forward in time for that! Also this approach might work fine with the default sky sphere and change the rotation speed in one direction but my clouds are floating above the head and could be oriented in desired way. Does that simply means that I need two speed variables to append with aTexCoord and it will be good to go? (At this point it feels like the best way will be to make a sphere mesh and just rotate it without messing with a panner at all). And the last thing I’m curious about: will the wind actor help me to set the initial vector for clouds movement?