On Sat, 15 Mar 2008, Curtis Olson wrote:

> 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.

I have made progress with the smoke and some (but less) with the fire.
It looks pretty good now (from selected viewpoints :)

http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=64&album=15&pos=5

and has a bit of LOD control (for smoke only so far). I think I can 
replace the fires with lightweight static objects at longer 
distances or densities without much visual degradation. That'll reduce the 
frame rate impact. Currently my system buckles at around 100 burning 
cells. Burned out cells don't cost much anymore - I have had thousands of 
those.

I have added (somewhat simplistic) support for water and fire retardant 
drops, but they are not visible on the ground yet. I'm planning to 
experiment with that next. I've also modified Gerard's beautiful Catalina 
to report the water impacts to the forest_fire module.

Here is the latest version (temporary location, I expect to get my normal 
web server back in order during easter):
http://www.mpi-inf.mpg.de/~anderg/stuff/ForestFire-20080318.tar.gz


Some more screenshots from yesterday night:

http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=70&album=15&pos=10
(and onwards)

Csaba and I tried to tackle a what seemed like a puny little fire. But 
our slow initial respons (had to load the Catalinas with water..) allowed 
it to become an unmanageable blazing inferno - after an hour we had to 
give up.. (despite the Catalina bug that allows an infinite number of 
drops once loaded with water :)

Cheers,

Anders
-- 
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Anders Gidenstam
mail: anders(at)gidenstam.org
WWW: http://www.gidenstam.org/FlightGear/

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