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Flame particle system

Started by monkeyboi 2 replies 850+ views
Original Post
monkeyboi
monkeyboi
Hi guys

any one got idea how to simulate the turbulent effect of flame using particle system? I'm stuck here and can not find any reference : (
Katie
Katie
For larger fires, just make the particles rotate about the camera view direction. They should rotate "outwards" from their emission source -- the edge above the source should move upwards.

For smaller flames, you may be better off with using a 2D fluid simulation and rendering the result as a texture.
monkeyboi
monkeyboi
Quote:
Original post by Katie
For larger fires, just make the particles rotate about the camera view direction. They should rotate "outwards" from their emission source -- the edge above the source should move upwards.

For smaller flames, you may be better off with using a 2D fluid simulation and rendering the result as a texture.


thanks I think I know what you mean
if I choose the first one I need to calculate the position in view coordinate, but I prefer world coordinate. do you have any idea I can implement in world space including position, velocity and acceleration?
rubicondev
rubicondev
Google for "Smooth Particle Hydrodynamics" (SPH)

The math isn't actually that complicated and you can emulate quite a lot of turbulent effects this way. The problem is usually boring cpu drudge work, like the need to have lots of them, each detecting nearest neighbours etc
------------------------------Great Little War Game

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