Interest in a Fire Propagation system ala Far Cry 2?

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.