Learning path · 10 lessons · about 4 hours
Game effects: smoke, fire and snow
You will: smoke grenades with bullet holes, a campfire, snow that keeps footprints. For: game developers building effects with shaders.
The effects players actually notice in games. A smoke grenade that parts when a bullet passes through it, a campfire you can see into, snow that remembers where you walked, and smoke that follows a flow field. Each series builds the effect in small steps and ends with something you could ship. Reading the pages is free; playing the lessons needs Plus.
Start lesson 1What you will be able to do
- Build volumetric smoke and carve holes in it
- Make fire that looks lit from within
- Leave footprints in snow and add sparkle
- Move smoke along a noise flow field
The lessons, in order
- 1 Smoke grenade 1: a ball of smokePlusPlay
Draw the expanding smoke ball: noisy-edged density, marched inside its bounding sphere, evenly grey, in…
- 2 Smoke grenade 2: light and a floorPlusPlay
Light the smoke with a shadow lookup towards the sun, and put a checkered floor and horizon haze behind it.
- 3 Smoke grenade 3: bullet holesPlusPlay
Carve four bullet tunnels into the smoke: each is a line fired at its own time, with a radius that shrinks…
- 4 Fire 1: a flame you can see intoPlusPlay
March a ray through a swaying, turbulent flame column and add up its glow: hot at the base, cooler at the…
- 5 Fire 2: a campfire at nightPlusPlay
Make it a campfire: the flame lights the ground around it with a flickering glow, and 14 embers rise and fade.
- 6 Snow 1: a field of snowPlusPlay
Draw rolling snow dunes with lumpy noise, lit by a low sun with blue shadows, fading into the sky with fog.
- 7 Snow 2: footprintsPlusPlay
Add ten footprints to the height function: oval pits with raised rims, left and right feet turned a little…
- 8 Snow 3: sparklePlusPlay
Add flickering ice glints to the snow: a very fine random grid, a few cells flash, each with its own phase…
- 9 Smoke simulation 1: a flow field from noisePlusPlay
Write flow(q): the curl of a slowly scrolling noise. Show it as colors: red = sideways flow, green = upward…
- 10 Smoke simulation 2: follow the smoke back to its sourcePlusPlay
Trace each pixel back along the flow to the chimney. Where it started inside the chimney it is smoke…
Ideas you will meet
Short explainers with a live example for each: