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How to Use Math to Create Fire

Posted By Tanner On February 4, 2009 @ 1:10 am In Game Code,Gaming,Graphics Code,Programming | Comments Disabled

This fire image was mathematically generated using the code available below.

(NOTE: as of February 26th, 2009, version 2.0 of this code is available here [1].)

Whether working on an old-school RPG or a state-of-the-art FPS, every game programmer needs to be able to generate a fast, cool fire effect at some point in his/her career.  In this example, I’ve opted for a straightforward and easy-to-understand method for generating real-time flames.  No pre-built images or palettes are used, making the code quite small and easy to reuse.  Coloring and flame generation is done using only math and a little cleverness.  :)

To simplify the code, I’ve used SetPixelV for drawing the fire.  This slows the demo down significantly, but DIB sections could easily be dropped into place [2] if speed is a major factor for you.


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URL to article: http://www.tannerhelland.com/535/mathematical-fire-code/

URLs in this post:

[1] here: http://www.tannerhelland.com/640/mathematical-fire-code-2/

[2] DIB sections could easily be dropped into place: http://www.tannerhelland.com/42/vb-graphics-programming-3/

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