For some reason, I have always loved fireworks. I enjoy them tremendously, and as a kid I often wished I could somehow be involved in putting together a show. (This was before I realized how accident-prone I was and how likely that idea was to result in missing fingers.) The next-best thing for me was to write a firework simulator, which I did in the summer of my quasi-sweet 15.
There are four versions of the simulator in the video below, supporting various levels of detail, simulation fidelity, pyrotechnic bomb types, and performance. Most feature a simple palette trick that "lights up" the smoke trails when bombs go off. The simulator follows a script of bomb launches and timings, demonstrated by the bombs which display text. The last cut shows an assembler-only version of the simulator.
I wasn't so well-versed in dynamics back then and did not model drag, an important aspect of the look of airborne pyrotechnics. As a result, the trajectories look a bit off, but this did not hamper my enjoyment.
There are four versions of the simulator in the video below, supporting various levels of detail, simulation fidelity, pyrotechnic bomb types, and performance. Most feature a simple palette trick that "lights up" the smoke trails when bombs go off. The simulator follows a script of bomb launches and timings, demonstrated by the bombs which display text. The last cut shows an assembler-only version of the simulator.
I wasn't so well-versed in dynamics back then and did not model drag, an important aspect of the look of airborne pyrotechnics. As a result, the trajectories look a bit off, but this did not hamper my enjoyment.
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