Our physics and thermodynamics systems work together to create the movements of fire as it grows. To do this we use simple colliders such as point, circle, and polygon collision to create our environments which then interface with the thermodynamics systems to create a flow of heat. The majority of our levels use a terrain collider which is actually a collection of polygon colliders in a single component. In creating these we can create large environments by which our fire will spread. Thermodynamics will be used to support this growth across the terrain and objects in the environment.
We're using a 2D thermodynamics system for simulating heat flow around the level. Levels are mapped to grids which store temperature, density and material data. Volatile objects register themselves to the system via components.
Heat flow around the map is used to generate air currents which, in turn, influence the flow and weather in the game. This allows us to have a completely dynamic fire propagation system that is subject to weather effects.The system is based on the paper "Real-Time Fluid Dynamics for Games" by Jos Stam, and uses a real-time Navier-Stokes solver algorithm.
We're using a 2D thermodynamics system for simulating heat flow around the level. Levels are mapped to grids which store temperature, density and material data. Volatile objects register themselves to the system via components.
Heat flow around the map is used to generate air currents which, in turn, influence the flow and weather in the game. This allows us to have a completely dynamic fire propagation system that is subject to weather effects.The system is based on the paper "Real-Time Fluid Dynamics for Games" by Jos Stam, and uses a real-time Navier-Stokes solver algorithm.