It’s painful. How do particle systems make realistic clouds
I am not sure using particles to create clouds is a good strategy.
Depending on the style of your game (realistic vs low-poly etc) you can try using one of the following techniques:
- 2D billboards rotate to face the camera
- 2D billboards horizontal to the ground (minecraft style)
- For low-poly games, you can use 3D models with some animation curve to make them float in the sky.
- For realistic games, shader generated procedural clouds. This is quite advanced and can have a performance hit. Try looking at the After the Flood demo on how it can be implemented: