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Microsoft XNA 4.0 Game Development Cookbook by Luke Drumm

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Implementing smoke within the Reach profile

If implemented in a naive fashion, rendering smoke could place a significant burden on the hardware of a device running a game under the Reach profile.

In this recipe, you'll learn a method for improving the distribution of work and data between the CPU and GPU, to hopefully get as close as possible to the unachievable goal of hardware instancing in an environment that doesn't allow for custom shaders.

In the following illustration, you can see this recipe in use within a stylized city scene:

Implementing smoke within the Reach profile

Getting ready

An image of a smoke "particle" is required for this special effect, but don't feel pressured to spend ...

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