New demo

Humus

Crazy coder
Veteran
Procedural fire created in the fragment shader in just 8 instructions. :)

fire.jpg


Should run on Radeon >= 9500 and GFFX in Windows and Linux.

Get it here:
http://esprit.campus.luth.se/~humus/
 
Naah, I did this using fixed function pipeline ;)

Biggest problem I have with this version is the fact that the effect is completely "flat", real fire is volumetric which is why I used render to texture to get the true volumetric feel that fire and flames have. If you would place this effect in a 3D room and rotate around it you'd lose any sense of realism it would look plain flat and wrong.

K-
 
Kristof said:
Naah, I did this using fixed function pipeline ;)

Biggest problem I have with this version is the fact that the effect is completely "flat", real fire is volumetric which is why I used render to texture to get the true volumetric feel that fire and flames have. If you would place this effect in a 3D room and rotate around it you'd lose any sense of realism it would look plain flat and wrong.

K-

It's flat yes. Would I want volume I would use a particle system. For distant fires, Unreal1 style procdural fires, or like the fire behind the glass on the first level in Q3 etc. this will do though.
 
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