You can use a simple particle system and make the smoke puffs your particles in this case get more and more transparent as time goes on, untill they are completely clear then those particls would be killed. Originally posted by SirKnight: You can use a simple particle system and make the smoke puffs your particles in this case get more and more transparent as time goes on, -SirKnight.
IS anybody able to compile the FFTW librariesFor compiling the GLUT sample code for smoke we need to compile the libraries which i tried but I am unable to doi mean I compiled all the library but still the glut sample code does not work meI get the linking errors :.
Originally posted by SirKnight: [b]You can use a simple particle system and make the smoke puffs your particles in this case get more and more transparent as time goes on, untill they are completely clear then those particls would be killed. Or can you please elaborae what u said? I implemented a small particle engine a while ago.
It runs on command line and reads different parameters from an XML file. Just pass the xml file name as parameter. Perhaps you are able to compile it with Cygwin. Please note that the noise function I use in my code is very slow, but I am too lazy to change it. Just ignore it and implement a better one, any other noise function will do. Oh yeah scaling, I forgot about that. There is a nice article on particle systems that has some code on gamasutra. Another question regarding particle systems: How do I have to configure a particle system to get a realistic fire effect?
I also found no good tutorials on how to set up the particle parameters, only how to write the particle engine. Method 1: hire an artist. Method 2: use additive mode to create fire it adds light ; use interpolative mode to create smoke it occludes. Until now I only used pure additive rendering with a color like 0.
But my problem is not the color of the flame, but the form. What parameters should my particle system have? What forces are applied? Any friction? Does the color change with time? Or with position?
There are screenshots on the homepage. I e, more like a slightly wider mini-image of a flame and less like a small, bright spot. It also makes sense to not go over-strong on the particles. Try 0. The particles should probably start by dispersing outwards, and perhaps a little downwards, and then use a fairly weak upwards drift to generate the height of the flame and more smoky images higher up.
I knew I missed some important features of the particle system. The texture animation sounds very good, I always had two seperate particle systems for flame and smoke. One final question: What do I have to do that the flame gets more narrow at the top? For me it always gets wider at the top, but a flame should be wider at the bottom. The screen shot you posted seems to use many, small, possibly constant-size particles.
It sounds very promising, and it is easy to implement with my current particle engine. OpenGL: Advanced Coding. SirKnight March 17,pm 3. Ozzy March 17,pm 4.This demo uses the fixed function pipeline and the host processor CPU to perform the simulation.
Particles systems have been used extensively in games for many years. They are used to add visual flare and can simulate phenomenon that occur in nature such as dust, fire, water, or clouds.
They are also used to represent unnatural phenomenon such as magical effects, or waves of geometrically shapped enemies attacking the player character in a rectangular space. A few dependencies are used by this project to ease the coding process and to make the material more readable. The ParticleEffect class will be used to emit, update, and render particles that share common properties such as texture, interpolated colors, interpolated scale, forces that will be applied to each particle and blending modes, and sorting criteria.
Since all the particles in a particle effect will all share the same texture, several particle effects will be required to create a complex particle effect that requires several different texture to look correct for example, a fire and smoke particle system would require at least two different particle effects — one for the fire and one for the smoke.
The particle effect class will declare the vertex definition that will be used to render the particle effect to the GPU. The particle effect class will also store the buffers for the particle array and the vertex array as well as the texture that is used to render each particle sprite. The ParticleEffect class will also store a force vector that will be applied to each particle in the simulation each frame to give the particles some motion.
The particle effect is initialized with the maximum number of particles that will be used to render this effect. The number of particles can be adjusted using the ParticleEffect::Resize method. The ParticleEffect::SetCamera method is used to store the instance of the camera class that is used to orient the particle facing the camera and the ParticleEffect::SetParticleEmitter method stores the instance to an emitter class that determines the position and velocity of newly emitted particles.
The ParticleEffect::RandomizeParticles method is used to randomly distribute all of the particles in the particle effect giving them a pseudo random position and velocity around a unit sphere center at the origin of the effect. This algorithm will be deomonstrated when I show the code for this method. The ParticleEffect::Update method is used to update the positions, velocities, colors, rotations, sizes, and age of the particle effect for a single step of the simulation while the ParticleEffect::Render method is used to render the particle effect in OpenGL.
The ParticleEffect::LoadTexture method is used to load the texture that will be applied to every particle in the effect. The ParticleEffect::Resize method can be used to shrink, or grow the number of particles in the effect after the effect instance has been created.
The two protected members ParticleEffect::RandomizeParticle and ParticleEffect::EmitParticle are self-explanatory — they are simply used to randomize, or emit a single particle.
The ParticleEffect::BuildVertexBuffer method will loop through the particle buffer and build the vertex buffer that contains the vertices for the camera orientated quads that are used to render the particles. And of course, there are the private member variables of the class that are used to perform the simulation and render the effect. I will first show the constructor, destructor and some of the setters for the class before I show some of the more complex functions. First we include the pre-compiled header file that is required if you enable pre-compiled header generation this is done in the project settings that is included at the end of this post followed by a few of the dependencies this class uses.
The class constructor will use the ParticleEffect::Resize method to ensure the particle buffers and vertex buffers contain enough particles and vertices. The destructor will simply delete the OpenGL texture if one was loaded.
Following the destructor, we define the setters for the camera, particle emitter, and color interpolator that are used by this effect. If the particle effect does not have a reference to a ParticleEmitter class, I wanted to provide a fall-back method to emit the particles.
The ParticleEffect::RandomizeParticle method will randomly distribute a single particle on a unit circle centered at the origin of the particle effect.Desi gand sadi me phasi huyi
It will also give it a random velocity to force the particle away from the center of the circle. The velocity of the vector is set to a velocity that points away from the unit sphere with a random rate between 10 and 20 world-units per second. The ParticleEffect::RandomizeParticles method simply iterates through the particle buffer and randomly distributes the particle using the ParticleEffect::RandomizeParticle method shown earlier.
If the particle effect has a reference to a valid ParticleEmitter class instance then we can use the ParticleEffect::EmitParticle method to emit each particle.
I have defined two different emitter types in this project — a sphere emitter, and a cube emitter. The SphereEmitter class will randomly emit a particle somewhere about a sphere within some range. The sphere emitter uses spherical coordinates to determine the range in which particles will be emitted in.This sample illustrates how to efficiently perform calculations on a large amount of particles using OpenGL ES 3. We use a combination of potential flow theory and procedural noise, to simulate the turbulent wake of smoke moving around an interactive object.
After simulation, the particles are sorted using a GPU-accelerated radix sort, and then rendered as alphablended sprites with volumetric shadows. We simulate the flow by generating a velocity field for our scene. The velocity field is a 3D vector function, which tells us how fast a particle is moving at any point in space. For fluids that are incompressible, it's important that this field is divergence-free.
This is the mathematical way of saying that the particles don't clump together into a single spot or drift far apart anywhere. Luckily for us though, it turns out that we can find such a field easily with some clever mathematics!
First of all, our field will consist of two parts. The first is a repulsive component close to the object that will push the smoke away. We generate this by using a source potential from ideal-flow theory, which is a scalar function defined as. The velocity can be computed directly by taking the gradient of this function. The result is a field which is divergence-free everywhere but the origin. To eliminate the singularity at the origin, we add a small epsilon term e. The second component is crucial for a good looking particle system - a procedural 3D noise field.
This adds turbulent movement to our particles, which makes it overall much more exciting. It can be shown that if we use a noise function which is smooth in the mathematical sensethe curl of this field becomes a divergence-free vector field. This is the curl noise method described in . In the demo we use simplex noise to generate the field, and calculate the partial derivatives analytically.
Stefan Gustavson explains how simplex noise works in his paper .Regolamento applicativo dei criteri oggettivi di cui all
He also cooperated on a fast, vectorized, non-branching GLSL version  . The final velocity field is simply the sum of the two components.For the last couple years I have been interested in the use of Perlin noise and OpenGL additive blending to create soft organic atmospheric effects that can add some really nice subtle character to a piece.
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As indicated in the title there are two key components to creating this effect: a particle system and OpenGL specifically additive blending. The thing that took the longest for me to figure out is the use of a particle system for this effect. Although the perceived shapes on the screen are indeterminate and hazy, what is actually going on is that there are a couple usually not very many quite large texture-mapped OpenGL quads mapped with a texture like this one or one randomly generated at runtime using Perlin noise.
But then I hit a snag and stopped working on it. I used Java Processing to create the following program and began suffering from severe read debilitating lag issues, which I attribute to Java being, well, a piece of crap.
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It only takes a minute to sign up. I was wondering around, searching internet about particle system and fire effects but I haven't found any good answers.
On some games I have realized that some sort of movie is being shown as the fire, which is pretty good but not for the fires which are close to the viewer. Please let me know how to make realistic fire and smoke effect in a game. Also if you have a good sample code or good description of how to make these kinds of cool fires please note them too. How to create prerendered effect is another question. You can create fires, smoke etc in Autodesk Maya.
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It has very strong fluid solver fluids means fire, smoke, nebulas or even fog This can be also putted into sequence of files and played. Lots of techniques exists, but to make long story short - it is possible on the gpu - and it is very fast. Simulation is little harder, but basicly it is computing new values for each voxel based on some settings - Great for gpgpu computing.Psicologo
Volume rendering is that possible with taking lights in scene into account. Using opacity maps, such Fourier opacity maps, which are one of the newest paper from Result can be see here this is volumetric rendering in our engine, with shadows using Fourier opacity maps, number in the left upper corner says number of FFT coefficients :.
The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. How can I make the particles in the particle system behave as a real cloud or smoke would behave in some low turbulent winds? Maybe you should study the Reynolds Boids, it will provide you some ideas to avoid those problems:.
Learn more. Asked 7 years ago. Active 7 years ago. Viewed 20k times. Some problems I'm having right now is: The particles clump together in a big ball The particles spread away into infinity The particles suddenly slingshot themselves away.
I've already done the rendering of the particles so I'm satisfied in that area. ColacX ColacX 3, 5 5 gold badges 27 27 silver badges 32 32 bronze badges. Active Oldest Votes. Any idea how to do this in Android? Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown.
Clarifying how Particle systems use Instancing and Dynamic Batching
The Overflow Blog. The Overflow How many jobs can be done at home?Discussion in ' General Graphics ' started by johanismaelMay 15, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Joined: Mar 22, Posts: I've been doing some experiments to try and understand better how to optimize draw call count with particle systems.
This is particularly important in my case where I'm targeting a mobile platform with very tight performance constraints. My first experiment was to just have one mesh-based particle system in my scene, with instancing for it disabled and dynamic batching disabled.
In that case I was expecting each particle to take one draw call.
This leads to my first set of questions: even with instancing and dynamic batching disabled, does Unity still batch particles within one system? If so, what's the benefit of using instancing here? Would it only allow me to have different properties per instance without breaking batching?
I then duplicated the particle system. It's using the same material and the same settings except a different transform. Instancing and dynamic batching still off. This seems somewhat consistent with how dynamic batching is supposed to work with particle systems: no extra batch but extra draw calls, supposedly cheaper than regular draw calls.Spintrak usb spinner
This leads to more questions: why is the Draw Call count increasing by 2 and not one? Also, why is this happening given that I have dynamic batching off? Now I keep adding particle systems so there are 5 totals. Same settings, same material, just different transforms. What happens if I do the same test but enable dynamic batching?
Same results, which kind of makes since the results earlier looked like the system was acting as if dynamic batching was enabled. Why is there no difference with dynamic batching on vs off? Thanks for your help! Joined: Dec 7, Posts: 8, Flurgle and johanismael like this.
A few follow-ups:. Joined: Sep 9, Posts: 1, Thank you to you two for your help! I have a lot of things to go experiment with now. Flurgle and bgolus like this. One other thing I noticed with the old-school combined mesh method vs instancing is that although the number of draw calls are the same, the number of batches are different: 1 for old-school, 5 for instancing.OpenGL fire / smoke particle effect
Would that make each draw call with the old-school method cheaper, similarly to how dynamic batching works with particle systems? Honestly, ignore that. The batch counts are kind of buggy. Joined: Feb 15, Posts: 1,
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