An interactive wildfire-on-grass system built for games: GPU-instanced sward, cellular fire sim, wind, audio, biome randomisation. qalarc.com · 📱 mobile build
- CURRENT · v7.13.0 — R25
What changed: WHEAT species (tall golden glume heads, fire-gated) + rare tip flowers (red/white/yellow dots that die with fire) · fire-blade timing fix — growth & oscillation now follow the raw-heat curve, so blades change mid-burn instead of snapping the instant ignition touches them · fixed a NaN leak from the fireball's grass override that made the whole sward freak out on throw.
- v7.12.1 — R24
What changed: the clean fire-blade transition — three separated thresholds: COLOUR rolls first (immediate), GROWTH only near peak burn, OSCILLATION only at peak. Outskirt blades are coloured but still — no more grass dancing at the fire's edge. (Builds on R23's wind-revert + fireball made of real burning blades.)
- v7.8.0 — R18
What changed: fireball flame-hairs v2 (core licks + whipping tongues along -velocity) · tip glow replaces transparency (pure emission, no grass-colour bleed) · ignition snap (blades flash to fire on the first tick) · ember rim + colour pickers · decayed cells keep sprite remnants 5s · fire audio boot-loads the real recordings. Known-buggy blade transition — superseded by v7.12.1/v7.13.0.
- v7.7.0 — R17 + R17.1
What changed: fire sprites carry the live blade colour ramp + soft cylindrical billboarding · sprite coverage guaranteed at every range · burning blades get the flame profile (rounded tip) · real recorded fire sounds installed (crackle/roar/whoosh/boom/flare, PD/CC0).
- v7.6.0 — R16 (perf)
What changed: ashed tiles leave the instancing path entirely (120 tiles skipped post-burn, self-heals on regrow) · strip+smoke pool budgets scale with the burn multiplier — ×8 burns no longer peg the pools.
- v7.5.2 — R15.5 · the grass-fix reference build
What changed: THE fix — a fragment shader referenced burnK out of scope, so strict-ANGLE browsers rejected the whole program = no grass on any build since v7.4.0. Check harnesses went from deaf to pixel-probed (real framebuffer readback gate).
- v7.4.0 — R13
What changed: death pacing by fire-pass · remnant stubs + ember linger · tip dissolve via dither (grass opaque again) · flame colour cycling A↔B · ⚔ clearing + tall-ambush gameplay presets · cycler manual ratings. (contains the burnK shader bug — may show no grass on strict-ANGLE browsers; kept for the record)
- v7.3.1 — R12
What changed: fire v4 — point-torch ignition modes · post-rain self-drying · ash retime + remnant option · wind desaturation clamp + wind vane on the head · tree crumble mode · perf tab (1%-lows, attribution, graph).
- v7.2.0 — extraction baseline (pre-R11)
What changed: the starting point — grass lab + cellular fire v2 (wall-of-flame strips, morphing burn, smoke/ember sprites) as first pulled out of the hub into this lab.