lightning

The pure half of lightning (WEATHER-DESIGN stage 3, board #1123): WHEN and WHERE strikes happen, what shape a bolt takes, and how long the thunder takes to arrive. No Babylon; b3d-lightning draws and sounds it.

Strikes are seeded. Time is cut into short slots, and each slot of each storm cell either strikes or not by a hash of (seed, cell, slot), with a chance set by the cell's storminess. So the same seed gives the same storm every run, a strike never depends on frame rate, and asking "what struck between t0 and t1" is a pure question the simulation can ask too.

Three kinds, because a storm is not one flash:

kind where share
ground cloud to ground: a bolt, the brightest flash, thunder most
cloud inside the cloud: the tower lit from within, no bolt many
sprite ABOVE the storm, 50–90 km up in reality: brief red-pink crowns and tendrils, only over strong storms rare