I'm looking at putting simple wind physics into our game, e.g. making particles and lights hanging from the ceiling blow around. It's set inside a large building, e.g. 10-30 rooms to a floor. I'm looking for a way to simulate wind without too much performance cost.
What I'm looking for is a combination of randomness and pattern. I don't want all lights swinging together, but in a long hallway it would look silly if each moved independently of the others.
A few thoughts:
- Fluid simulation: difficult and costly.
- Perlin noise: only has a magnitude, no vector. Ignores the building structure.
- Perlin noise times prevailing direction of each hallway. Fine for hallways, not great for rooms or junctions.