
Procedural Pixel Art Fire
Date of Recording: 2020-11-23
This week, I worked on a procedural fire effect. It is a typical game-engine procedural particle-based fire (no Navier-Stokes fluid sim) rendered to a buffer and then post-processed onto the viewport with a color quantization shader.
This method of rendering gives a pretty good balance between flame detail complexity and particle-system simplicity, allowing for this torch flame effect to run on only 100 active particles. Different parts of the fire (core, flames, embers) run at different frame rates to emulate a hand-animation look.
I think there are still improvements to be made in the look of the flames, but this seems ok for a first-pass attempt.





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