Dragonfire revisited
Added 2025-08-25 02:41:34 +0000 UTCI recently started working on a new fire effect to replace the current one that you see in the EA, since it was made for flying and large fields but doesn't work as well in tight spaces and close ups. While making the old effect I tested a lot of different methods, one of which was to simulate the fire in real time, which is very rare in games. I couldn't make it look good enough without hogging the entire GPU though so I eventually gave up on that method, but this time around I gave it another shot and came up with a few ways to make it more feasible. I had to make some sacrifices for performance reasons but the end result still looks quite fiery, or at least interesting and different.
This is a first validation that it could work, which would be pretty epic and another unique feature in the game. It still requires more work and testing though, especially to ensure it can run well enough on most consumer hardware. It is still a pretty heavy effect but I think it can work, hopefully it can be included in the next version for people to try out!
Comments
Hi! Please DM me so we can continue there
Gustaf
2025-09-07 23:01:06 +0000 UTCHi! I pledged to the Explorer tier on August 29. It shows in my Billing History but not under Memberships on desktop, so I canβt access Early Access there. Could you please check and attach my payment to the Explorer tier so I can get Early Access without paying again? Thanks! π
star2011
2025-08-29 20:53:42 +0000 UTCI loved the way the new fire looked, cant wait to make my fire white/silver
IlovemyMan
2025-08-26 21:59:44 +0000 UTCThis is quite interesting. I assume you are using a particle emitter and dissolving particles or changing the color depending on particle lifetime, which is quite creative. An interesting method I have seen before revolves around the same concept, but in voxels where fuel, velocity, density and temperature are calculated per-voxel. Afterward smoothing is applied between voxels, and perlin noise is applied on the rendering pass for fine details. It can be integrated with the current solution, volumetric rendering often does look better for flame simulation even with reduced percision data types for performance. Great work so far, and I hope to see more next week!
bulutthecat
2025-08-25 17:15:30 +0000 UTC