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Medo Mex

Advanced Particle Engine

8 posts in this topic

I have created a basic particle engine which draw billboard from the emitter (starting at 0 alpha blending going up and then going down)

 

This should work well in creating smoke, now I'm trying to create fire and explosions, tried doing the same thing but couldn't get it to be realistic like in modern FPS games.

 

I'm trying to create very realistic fire and explosions.

 

What techniques modern FPS games use to create advanced explosion and advanced fire? The basic way that I tried didn't make it much realistic.

 

The explosion/fire that I'm trying to create should look similar to the following pictures:

[attachment=14690:Explosion.jpg]

[attachment=14691:fire.jpg]

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It's very difficult to create effects beyond the basics in a programmatic fashion. It's best to make effects in something like Maya and then exporting it into your game.

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@PoliticalChaos: I'm not sure what you mean by "effects", I'm just trying to create explosion and fire that will look like the pictures.

 

Does modern games do something in 3Ds Max/Maya and then export it and use it in the game to get explosion like in the picture?

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Games tend to have some form of 'particle editor' which allows you to setup various parameters (which might change in a linear fashion or on a curve of some sort) for emitters and then those emitters would be combined together for an 'effect' of some sort.

So a fire + smoke effect might be made up for 3 emitters (fire, smoke, embers) all with varying parameters.
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@phantom: Are advanced explosions in FPS games based only on billboards? Do they use any form of geometry made in 3Ds Max/Maya?

 

I'm wondering how they make realistic fire in the explosion, I doubt it's only based on billboards.

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I did a quite realistic 2D simulation of an explosion for a math course using vector fields to simulate the air pressure and it's velocity. You need to make the hot gas rise on the inside while the edges cool down and create the hat. To make it in 3D using voxels, you would need to use the GPU and turn off simulation in sections that are inactive. You would need to make a volume rendering method for displaying the result (Implementations for medical use have about 20 frames per second on a regular GPU). This would be in a very low resolution (maybe 256 x 256 x 16 as the active area) but the flames would flow around obstacles in a small closed environment.

Edited by Dawoodoz
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You would need to make a volume rendering method for displaying the result (Implementations for medical use have about 20 frames per second on a regular GPU).

That all depends on how you do the rendering.  Volumetric rendering can be pretty fast, if you aren't doing transparent materials.  If the OP is interested, there is an implementation in Hieroglyph 3 in the 'VolumeActor' class that is pretty efficient and looks nice...  Granted, it isn't making fire, but it still intersects a 3D volumetric texture, and is pretty quick.
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