Last year I made a list of some things I would like to see implemented in FWSim that would be useful to improve the software for both enthusiasts and professionals.
I wanted to open this thread to share my ideas and suggestions with you and I would like to keep it updated with the progress of the list. There are already some great features implemented that I consider to be game-changing!
EDIT: I have renamed the topic so that it can accommodate all the other requests. I will add them below.
I will break these down into categories and an order of personal priority. Maybe some of these will coincide with the developers’ internal list, who knows?
I invite you to comment by saying what would be your top priorities on this list, so I can update it with “votes” and potentially help the development (even if I am pretty sure Lukas and the team already are working on some of these!)
Visuals
- Field of View slider (per camera) - to emulate camera lenses with a wider or narrower field of view
- [IMPLEMENTED!] Support for 60FPS, 120FPS and so on [FWSim 3.5, in XML file]
- [IMPLEMENTED!] Linear camera movement
- Orbital camera movement (rotate around a point)
- [IMPLEMENTED!] Glow control [FWSim 3.5]
- HDR Support - Now, this might be a bit hard
- Virtual Reality (VR) support or export - View your fireworks shows as if you were there via a VR visor.
Firework Design
- Realistic smoke effect - a major overhaul may be needed. I wish I could really provide help with this.
- Slider for height inaccuracy
- Additional Distribution shape: Cylinder - very common in small shells, used for consumer cakes and smaller shells in general. It may look more like a stack of parallel rings rather than a sphere: stars are arranged in a way that they eject angled to the explosion point. It would have as parameters: {Layers - how many “rings/levels/stacks”} {Stars - the total number of stars of the shell}.
- Non-Inherit velocity toggle for SoS - a way to disable the shell of shells to inherit the vector of the main explosion (basically no more elongated peonies on subshell)
- Vertical shell of shells vectoring
- Custom star types (size + drag/gravity factor)
- Additional Distribution shape: Clusters/Stained Glass/Happozaki - This is doable with crossettes or multiple copies of the same star set, with their position randomness edited for every instance. It works, but it’s imprecise and tedious. This distribution shape would have the following parameters: {stars per cluster} {clusters amount} {cluster spread (degrees)}
- Shell deformation factor/quashed sphere - to simulate the imperfection when the shell goes off and doesn’t look like a perfect circle
- Shell of shells explosion maximum delay time - useful to determine if all the sub-shells explode at the same time or if there is a randomness of detonation of the single subshells
- [IMPLEMENTED!] Multiple colour changes [FWSim 3.5 - up to 4 different colours]
- [IMPLEMENTED!] Strobe timeline [FWSim 3.5 - using the Phase feature]
- Improved colour picker, independent from the OS one - which has a very limited set of colours you can save
- Ghost Shell implementation - Well, we all want this. EDIT: I had some thoughts for the development. What about using “shaders” on a star-type layer? Shaders would change the colour depending on some patterns, which, in our case, could be exactly the ones for ghost shells. Each pattern can contain multiple colour slots and the ideal would be that they can be scripted either with an internal tool or externally. The same Shader technique would also allow for the easiness of the cartesian and azimuth slice sphere, the difference being its evolution. Furthermore, a shader should not be limited by the shape, but be autonomous so it can be used on every shape.
- Motorized Stars implementation - Rework of whistles, tourbillons, farfalle and the addition of new effects like swarmers, bees, go-getters and many more which are nowadays very common in many firework shows.
- [IMPLEMENTED!] Stars instability [FWSim 3.5 - you can see this, especially on the Xlarge stars], meaning the dimming and brightening of stars as they burn
- Full Axis Rotation controls - to allow the editing not just of one axis, but of all three of them.
- Additional Distribution Shape: Cartesian Sphere. Parameters {Stars} {Segments} {Phase per Segment}
- Additional Distribution Shape: Azimuth Slice Sphere. Parameters: {Stars} {Segments} {Phase per Segment}
Show Editor
- Undo for basic and creative editions. The frustration is incredibly big when you delete a part of your show by accident and cannot undo the mistake.
- Spline editor for Fronts. This allows the creation of curved paths and also circular ones (Easy to make the stadium top fireworks with this feature! It should also work on the vertical axis, for example linking effects on places such as Ferris wheels (London Eye)
- Drag and Manipulate - [Partially implemented] Take an effect from the inventory (always open window) and drag it directly in the 3D viewport, adding the cue to the current time. This is half implemented as you can do so with single fireworks and steppers by dragging the effect in the 3D viewport and also angle it individually. It would be nice to have a “snapping” by holding ALT or another modifier key when using the right mouse to rotate it by increments of 5 degrees.
Audio
- Custom audio pool - An ability to choose “presets” for audio effects. A “list” system which allows you to replace the current sounds with custom ones, so you can use more realistic sounds or also meme sounds (such as air horn when firing whistles, because yes)
- Speed of sound - Sound is delayed depending on the position of the camera, according to the speed of sound.
Generic
- New effect type: Fireball
- New effect type: Fire Jet
- New effect type: Sparkular [Partially available with the “Eruption” feature]
- New effect type: searchlight