As computer hardware becomes more powerful, the ability to produce effects approximating physical phenomena in soft real-time for computer games becomes an achievable and important goal for game realism. Interactive smoke effects are one such phenomenon. Despite advances in game architecture, however, computing gas/fluid motion with a high degree of physical accuracy is prohibitively expensive. This project's immediate goal is to research the optimal balance of physics and aesthetics so that this particular effect can be provided to gamers in soft real-time on current hardware.