- It works on a 2D grid. Now, Going Medieval's terrain is made out of voxels, which is a 3d grid, but it's easy to add a 3rd dimension into the existing algorithm. Having fantastic programmers helps, too.
- These models are generally simpler and require less computing power. This makes them ideal for quick simulations, where you can change the rules to explore different fire behaviors without needing complex calculations.
- It's easy to add randomness due to its adaptability to different patterns. Cellular Automata is great for capturing irregular patterns of fire spread, like when the fire jumps between patches of vegetation or changes shape due to obstacles. It handles these kinds of “messy” patterns better than wave propagation, which is more suited for smooth, continuous waves.
- Voxel health - Anything burnable (trees, grass, buildings) has health > 0
- Flammability - Indicates how fast things should burn.
- Flame intensity - Represents size and strength of fire and is between the range of 0.0 - 1.0. If the value is greater than 0, fire will burn. It will appear as a small fire with less strength if it has lower values. The closer it gets to 1.0, the bigger the size is and its strength.
- Wetness - Affects voxels that are moist. This moisture slows down burning, may even stop it.
