Dynamic Fire Package

Dynamic Fire System
Fire realism made easy!

Dynamic Fire allows the introduction of a fire system which spreads and grows dynamically in relation to surrounding objects. This Package uses a mesh vertex algorithm to make any object with a mesh realistically flammable and able to interact with other flammable objects.

Basically:
Take a mesh > Generate points from a script > Customize settings > Flammable Object

The Package features:

  • Pre-defined Mesh Algorithm for faster execution at runtime.
  • Convert any mesh into flammable material with a single button.
  • Customize flame variables such as Burn Time and Spread Time.
  • Wind vectors that change flame and flame spread direction.

The package includes:

  • All Scripts Needed
  • Necessary Prefabs and Particles to get a system up and running in no time
  • Tutorial Document
  • Email Support

Video Preview:

Any video choppiness is from the Video Capture Tool.

Details:
Package Price: $15
Email: gabriel.mash@gmail.com (Feel free to contact)
Skype: phenomiz

WebPlayer:
http://dl.dropbox.com/u/41592223/WebPlayer/WebPlayer.html

Asset Store Link:

Have a nice day. :wink:

Dynamic fire, cool!

You mention that the choppiness is caused by the fact that you’re using video capture software. Perhaps you could make a web demo, so it is a bit easier to see how it runs on various machines?

Good idea. Webplayer link added.

wow

fantastic

very nice man

The currently link appears to be a personal link only, because I get a HTTP403 Forbidden Status Code.

Looking good how it spreads, but I’m wondering if you are spawning a seperate particle system in every new spot? Maybe try to set the particle limit higher and set the additional particle’s positions to the new spot, so you can reduce drawcalls? ( I don’t know if this will actually help with performance or makes it works, just guessing here ). Or some kind of option to switch between those?

I am getting a 403 error on the demo too…

Has potential anyways :smile:

Thanks :slight_smile: Glad you like it.

Sorry, should be fixed now.

Sorry, but I did not understand what you were suggesting? Can you perhaps elaborate? And thanks :).

I’m sorry, I see it’s hard to understand.

I don’t know how your current setup works now, but I assume you’re instantiating a new particle system every fire spread right?

This will result in everytime the fire spreads, some extra draw calls will be added when it spreads, depending on the complexity of the particle system.

Instead of doing that, you could just have 1 particle system. Every spread you increase the particle count. The additional particles will be positioned to the new “spread location” via a script. This will result in having only to render the particle system 1 time, probably giving you more performance ( the recorded video shows how the FPS is fine at first, but later on drops to choppyness)

In the demo I also notice a slight frame drop when the fire is fully spread. Nothing serious, but with a whole forest it will lagg the game a lot.

I hope it’s more understandable now :smile:

Hey there. Thanks for your reply. I am not sure your plan will work, as particles are particles regardless of their parent and thus still need to be rendered as such. In your scenario where a whole forest is set on fire, the fire particles will be deactivated as their fuel eventually runs out, and therefore there will not be a situation in which the whole forest is on fire. In addition, everything can be customized, so the fire particles can be made somewhat less demanding and last for more/less. In my case the particles are demanding for a more realistic effect. :slight_smile:

Cool. Reminds me of Far Cry 2.

Yup, that’s what inspired me. ^^

Bump. ^^

Bump. Sold over 20 copies. Fast and rapid support.

Bump again ^^.

Bump. New version soon.

What’s new for features?

A water element for the game, in which fire particles can be turned off by shooting a stream of water at them. Perfect for fire-fighter type games or similar.

The video looks like fireballs that appear out of nowhere?

They do not appear of out nowhere, they get triggered by nearby fire sources :).

Bump.