For example the following video: http://physbam.stanford.edu/~fedkiw/animations/fireball.avi
Show HN: WebGL Fire Simulation
21–25 of 25 posts
Re: Show HN: WebGL Fire Simulation
#22Re: Show HN: WebGL Fire Simulation
#23Parts of it look way too noisy, like TV static.
Re: Show HN: WebGL Fire Simulation
#24do you have a shadertoy version of this for comparison? i took this one by ozzy https://www.shadertoy.com/view/lsSGWw and tweaked a few things by hand for optimization. saved a few cycles on the code and increased the iterations to 13, which gives a better result. like this: #define ITERATIONS 13.0 #define SPEED 10.0 #define DISPLACEMENT 0.05 #define YOFFSET 0.1 #define YSCALE 0.25 #define FLAMETONE vec3(50.0, 5.0, 1…
I can't get your example code to work, but that is a completely different technique, ray marching a volume displaced by a noise function. This gives nice 3D-looking flames, but the movement tends to look like a scrolling noise function. And it's harder to use arbitrary burning shapes, my simulation supports drawing anything and it will burn.
Re: Show HN: WebGL Fire Simulation
#25Nothing will ever impress me more than this WebGL fire / explosion effect: http://glslsandbox.com/e#33550.0 Warning: may melt your GPU.