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Wind simulation

Abstract

We add functionality to a standard particle system to allow wind currents to blow leaves for use in adding an extra level of realism to gaming environments. The method involves positioning simple flow primitives in an environment to create a series of wind currents to let the leaves follow. The currents are visualised using vector field diagrams. The set of flow primitives includes a point source, uniform flow, noise and vortexes which all have configurable properties. To ensure that paths through the currents are unpredictable we randomise the properties of the wind primitives at run time. Our system is easy to integrate with existing particle systems due to its design and is suitable for particles other than leaves to. We hope it gives inspiration to game developers to add new and exciting features to their game engines to maximise the gaming experience.

 

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