I've been asked whether I could do a real-time decent quality fire/smoke simulation for a contract opportunity. I've done a little research but not gotten much closer to a solution. Essentially as far as I understand it's typically a combination of a physical simulation (Navier Stokes or similar) and a shader that makes it look pretty and/or emulates finer detail.
I've seen a lot of papers that go into the maths of it (which I don't understand, having never done engineering), but I haven't seen any pseudocode on a low enough level that I could easily implement it. I managed to source a couple of source code examples that are in languages that I don't know well, and don't compile anyway because they require exotic libraries that I can't locate.
I'm hoping to code up a version for Unity. Does anybody have any idea where I could get:
- .net source code OR
- Java source code OR
- low level pseudocode?
If I have to work off the vague descriptions and mathematics I fear it would add about a week, which is far from ideal for a proof-of-concept for a project that I haven't even been accepted for yet. Also without the deep grounding in the topic I might miss easy shortcuts that would improve speed at little quality cost.
Thanks,
JT