More properties for fire

Recently, I’ve been developing a high speed racing game set in the future, and I’ve really been focusing on all the small visual details…one of those in particular is the fumes that come from the vehicles exhausts. For this, I am using different variations of fire for each vehicle.

Here’s the problem though…

With it being a very high speed racer, the flames that erupt from the exhausts are supposed to move alongside the vehicle…however, with the way fire works in ROBLOX, a segment of fire is produced for each set period of time which then lingers in roughly that same position it was created for a set amount of time before disappearing. Bottom line is, the fire segments themselves don’t actually move much. They’re merely generated and then disappear shortly afterwards. I say shortly loosely however as for the purpose of this project it is far, far too long. It creates this really unwanted visual effect:

While fire is designed in such a way that it works well if it’s kept still, it would be really nice if we did have more properties to allow for more practical uses for it. If for example, we could change the frequency at which fire was generated and also the time that it lingered behind for…then we could have much better moving fire.

Using the example of my game, if I could make fire generate much more quickly yet also disappear very quickly then the effect would be much closer to as intended..

Thanks for reading, also feel free to post your own suggestions or alternative related to fire.

[quote] Recently, I’ve been developing a high speed racing game set in the future, and I’ve really been focusing on all the small visual details…one of those in particular is the fumes that come from the vehicles exhausts. For this, I am using different variations of fire for each vehicle.

Here’s the problem though…

With it being a very high speed racer, the flames that erupt from the exhausts are supposed to move alongside the vehicle…however, with the way fire works in ROBLOX, a segment of fire is produced for each set period of time which then lingers in roughly that same position it was created for a set amount of time before disappearing. Bottom line is, the fire segments themselves don’t actually move much. They’re merely generated and then disappear shortly afterwards. I say shortly loosely however as for the purpose of this project it is far, far too long. It creates this really unwanted visual effect:

While fire is designed in such a way that it works well if it’s kept still, it would be really nice if we did have more properties to allow for more practical uses for it. If for example, we could change the frequency at which fire was generated and also the time that it lingered behind for…then we could have much better moving fire.

Using the example of my game, if I could make fire generate much more quickly yet also disappear very quickly then the effect would be much closer to as intended.

look for Max’s particles thread.

[quote] Recently, I’ve been developing a high speed racing game set in the future, and I’ve really been focusing on all the small visual details…one of those in particular is the fumes that come from the vehicles exhausts. For this, I am using different variations of fire for each vehicle.

Here’s the problem though…

With it being a very high speed racer, the flames that erupt from the exhausts are supposed to move alongside the vehicle…however, with the way fire works in ROBLOX, a segment of fire is produced for each set period of time which then lingers in roughly that same position it was created for a set amount of time before disappearing. Bottom line is, the fire segments themselves don’t actually move much. They’re merely generated and then disappear shortly afterwards. I say shortly loosely however as for the purpose of this project it is far, far too long. It creates this really unwanted visual effect:

While fire is designed in such a way that it works well if it’s kept still, it would be really nice if we did have more properties to allow for more practical uses for it. If for example, we could change the frequency at which fire was generated and also the time that it lingered behind for…then we could have much better moving fire.

Using the example of my game, if I could make fire generate much more quickly yet also disappear very quickly then the effect would be much closer to as intended.

look for Max’s particles thread.[/quote]

I have seen the thread…although, from what I can tell the release of particles is something that went silent for a while and rather than waiting for it to see the light of day (or become an unused feature as sometimes does happen cough cough in-game wardrobe) I figured a few more properties to fire would make a great alternative feature until then.