On Fri, Mar 14, 2008 at 6:25 PM, Robert Black wrote:

>
>
> On Fri, Mar 14, 2008 at 6:09 AM, Anders Gidenstam wrote:
>
> > On Mon, 25 Feb 2008, Anders Gidenstam wrote:
> > > I thought about making a cellular automata model of a forest fire some
> > >
> > And now I finally got around to do that :)
> >
> > It is not quite ready for prime time yet but I have the base cellular
> > automata based on the first paper I stumbled upon [0] -
> >
> > http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=57&album=15&pos=2
> >
> > http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=58&album=15&pos=3
> >
> >
> > http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=59&album=15&pos=0
> >
> > http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=60&album=15&pos=1
> > [0] http://dx.doi.org/10.1016/j.advengsoft.2006.09.002
> >
>
The fact that you managed to leverage the multiplayer message passing to
propogate the fire through the multiplayer system is really cool (although
will people that join after the fire is established be able to catch up and
see the same view? ... I'm not trying to nitpick ... not such a big deal if
the answer is no ...)  So now if we can borrow a better fire/smoke anmation
and maybe laydown a semi-translucent black region on the ground beneath the
fire we'd be in really good shape.  Also, is it possibly to add some natural
randomization to the location of the new bits of the fire?  A very regular
pattern is distracting, but might be less distracting once we've added more
realistic smoke and fire.

One thing I've seen in other particle systems is the ability to "rotate" the
smoke texture as it grows and drifts ... this gives the impression of
localized eddy patterns and more interesting motion within the smoke.  I
thought that was a cool touch and it doesn't seem like it should be that
hard to add to our particle system ... ?

Just tossing ideas and comments your direction ... :-)  Great work, this is
exciting stuff!

Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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