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Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale.
One of the reasons for this is that interacting with human counterparts is typically considered much more interesting than playing against an Artificial Intelligence.
Although the visual quality of game worlds has increased over the past years,they often fall short in providing consistency with regard to behavior and interactivity.
This is especially true for the game worlds of MMOGs. One way of making a game world feel more alive is to implement a Fire Propagation System that defines show fire spreads in the game world. Singleplayer games like Far Cry 2 and The Legend of Zelda:
Breath of the Wild already feature implementations of such a system. As far as the author of this thesis knows, however, noMMOGwith an implemented Fire Propagation System has been released yet. This work introduces two approaches for developing such a system for a MMOG with a client-server architecture.
It was implemented using the proprietary game engine Snowdrop. The approaches presented in this thesis can be used as a basis for developing a Fire Propagation System and can be adjusted easily to fit the needs of a specific project.