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Real-Time Fire Simulation Engine

Advanced 3D fire simulation with custom Java/LWJGL engine

Project Overview

I developed a 3D photorealistic, real-time interactive fire simulator with a custom Java/LWJGL engine. I built both the particle and physics engines from scratch, allowing interactive fire objects. To increase realism, I used detailed texture atlases and additive blending. I optimized rendering by batching particles with shared geometry and texture regions, reducing OpenGL calls from 10,000 to just a few per frame. My strong theoretical background from scientific articles was key to the project's success.

Key Features

Engine Architecture

  • Custom particle engine built from scratch
  • Custom physics engine for fire behavior
  • Real-time interactive fire objects
  • Java/LWJGL implementation
  • OpenGL-based rendering pipeline

Visual Quality

  • Photorealistic fire simulation
  • Detailed texture atlases
  • Advanced additive blending
  • Authentic fire appearance
  • Dynamic lighting effects

Performance Optimization

  • Particle batching system
  • Shared geometry optimization
  • Texture region efficiency
  • 99% reduction in OpenGL calls
  • Real-time performance

Technical Implementation

The system utilizes advanced particle physics simulation combined with optimized rendering techniques. The custom particle engine manages thousands of individual fire particles, each with realistic physics properties including heat-based movement, wind effects, and natural fire spread patterns. The rendering optimization was achieved through intelligent particle batching, where particles with similar properties are grouped together to minimize OpenGL state changes and draw calls.

Visual Results

Demonstration Video

Real-time fire simulation demonstration showcasing interactive features

Applications & Impact

This fire simulation engine demonstrates advanced real-time graphics programming techniques and has applications in game development, visual effects, and educational simulations. The optimization techniques developed for this project can be applied to other particle-based systems, making it valuable for developers working on similar real-time graphics applications. The custom engine architecture showcases the ability to build complex graphics systems from the ground up.