I have watched 45 tutorials now on creating blender fire and they are all unrealistic or outdated. But here is an image of an effect that I would like apply to some text. I have the text as a mesh, but I am not sure if this effect can be achieved in blender. If so, I can use cycles, but I will need to do more masking to paste the cycles image over the blender internal one, and in turn over the blender game one. I have done this before and it should be no problem. What I don’t know is what would be a good approach to creating this, but just to be clear, smoke / fire simulation is not an option, only particles, and blender internal is the preferred engine.
To get something similiar to the image, you will need to do some compositing: add different levels of blur, add glare/glow filters and perhaps do some contrast/hue modification.
This means that you need to render a png-sequence of the fire and use this as a sprite in the BGE… This method is not physically accurate, but a bunch of other game engines do it the same way…
I personally think that the best way to approach “fire” is to use compositing.
“Fire” is a very complex event, with many overlapping activities that occur at different speeds and which naturally appear to be constantly changing. Compositing gives you a very natural way to visualize this process, and to produce a comprehensive fire-effect that will never appear to be “looping.” Also, it is computationally efficient.