Firefighting Simulator's lead designer explains the game's fire
This works using a system of 3D boxes.
Firefighting Simulator is coming next year for PC, and during our time at Gamescom we spoke with lead developer Gregor H. Max Koch about what the essentials of firefighting are in the game, including the fires themselves.
"Well the thing for us is, firefighting is a really complex task, so it requires a multitude of people working together in order to extinguish a fire - no single person is able to do that - and one of the keys is that you have several people fighting fires, so that means we have multiplayer and our AI has to be able to cope with rather complex tasks," he explained.
"The second thing is, fire's really important. Fire has to be simulated in some kind of believable way," he added, but said that this isn't exactly what they've done. "We've simplified the world a bit and said 'okay we have real 3D assets which look good and which you can see', and we give additional information to them like, for example, we have a setup where we have boxes, those are 3D boxes, that are associated with the 3D mesh, and those are spawned alongside the surface of the mesh, and the level designer can tell it 'oh, that's wood, yes, concrete, concrete doesn't burn', and when the fire reaches it it reads that behaves accordingly."
Do you like the sound of this approach to virtual firefighting?
