Interest in a Fire Propagation system ala Far Cry 2?

I’ve been working on fire propagation for kicks and am trying to gauge interest in having it on the marketplace.

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It works similarly to Far Cry 2’s. When you light a fire, a grid of burnable cells gets generated, one cell ignites and damages its neighbours until they ignite, etc. Fire can spread up walls, up and down hills, all that good stuff. It’s easy to set up custom responses to fire damage, like the explosive barrels in the video, which catch fire, explode and start new fires wherever they’re at.

If there’s interest in having it on the marketplace I could make it prettier/more efficient/etc and have it up pretty quick.

Edit: this is from an older, less good version but it’s rad
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uhhm… yes please i would purchase this :cool:

I need this. I didn’t before, but now I really do.

Hey! Nice going! I had this on my backlog for ages and was considering making this for marketplace or just my own learning experience…It’s looking good so far!

Yes, do it.

Yes I want it. Would also use it for Ice, Chemical Burn, Fungus Growth, Spells, etc.

+1
I want it too :smiley:

Yes me too.
Kind regards,
Andreas

I would be interested.

The question is how much would this cost :smiley:

Yes, absolutely. How much will it cost and what is the performance impact? :slight_smile:

This has so many potential uses. Definitely worth putting up onto the marketplace.

Definitely is a cool feature … for various things … +1. 8-}

Super awesome!

When is this going to be available for voting?

Any estimated release time frame?

I would totally buy this!

So questions -

What will this cost and how is performance?

Also when can I throw money at you?

I can already see a bunch of uses for this.

Also - Is there any plans to have a specific volume for this? As I can imagine this eating up allot of performance if it went unchecked.

Right now it generates a grid of cells of the resolution/cell size you specify, so a grid of 16x16 cells which are each 64x64 covers quite a bit of ground and generates fairly quickly (spread out over multiple ticks to keep hitching down). So when I fire that projectile in the video, the distance that that fire can spread is capped at the resolution of the grid * the size of a cell, because the cells die once burned out so a fire can’t double back on itself. You can also limit things like how much burn damage each cell does to adjacent cells to slow fire spreading and stuff like that, but it’s actually kind of an interesting challenge designing this aspect of the system for marketplace - games are likely to have pretty different requirements re what set of rules to use to keep fires under control.

Not sure what it’ll cost yet and I’m still working on performance generally, but right now it performs pretty well as long as you don’t have too many high-resolution cell grids at a time. I should be able to reduce that effect pretty dramatically, and the hope would be to have the perf bottleneck for the system on particles rather than code for a large fire.

This looks great. Color me interested.

So here goes a question - Can the fire be put out?

Thinking about making a few simulator games with this :slight_smile:

That’s a good question. I would anticipate the method working in reverse or opposite effect to normalize the environment. I can easily see this method being applied for Ice, Chemical Burn, Fungus Growth, Spells, etc.

Yep, could easily do a fire extinguisher weapon or somethin’