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How I made a FIRE simulation | TowerKeep Devlog

How I made a FIRE simulation | TowerKeep Devlog

6 min
Wishlist TOWERKEEP on Steam! https://store.steampowered.com/app/4810000/TowerKeep__Tower_Defense/ Patreon: https://patreon.com/RedGiraffe404 Discord: https://discord.gg/sWD2GZZHp8 ๐Ÿ‘‰ Want to help me reach my first 50k subscribers? If so, click here: youtube.com/@RedGiraffe404?sub_confirmation=1 In episode 5 of TowerKeep, we're building a Fire Simulation. This one is about building the first real element of nature into the game: a full fire simulation. Built on complete separation between sim and visuals. and trying to deploy the same philosophy behind Dwarf Fortress and Conway's Game of Life. I get into how heat, fuel, and flammability drive the spread of fire across grass, wheat, and trees, why keeping the simulation and the visuals apart lets me iterate on each independently, and how it all comes together in the game's first real spell: the fireball. V I D E O S T O W A T C H N E X T : Brickwork EPISODE 4: Making a 3D Pixel Art Tower Defense https://youtu.be/qh2FpSMCKPw Brickwork EPISODE 3: One Week of Solo Game Dev https://youtu.be/oHT9ZAKhs14 Pixel Perfect EPISODE 1: The Secret to Crisp 3D Pixel Art Rendering | Pixel Perfect https://youtu.be/Mp7eQsiZ_wA 00:00 Intro 01:12 Reference 02:53 Data 04:16 Spells 06:06 Outro Inquiries: 404redgiraffe@gmail.com #towerkeep #devlog #gamedev #unity3d #indiegame #unity #gamedevelopment #indiedev #pixelart #coding #towerdefense