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Sandspiel – A falling sand game built in Rust and WebGL

sandspiel.club

101–110 of 193 posts

Re: Sandspiel – A falling sand game built in Rust and WebGL

#101
Holy shit, I remember playing something very similar to this for hours on end in the early 90s as a kid; it might have even been an early version of the powder toy (another user mentioned it), not entirely sure, but regardless this thread is making me go back down memory lane and now I'd love to get into the insides of a game like this one and understand how it works!

Re: Sandspiel – A falling sand game built in Rust and WebGL

#102
Grow some plants. Light a fire. Frantically try to put it out with water and watch helplessly as the plants grow due to water, providing more and more fuel for the growing flames, until you have an unstoppable conflagration on your hands. There must be some moral lesson to learn from this.

Re: Sandspiel – A falling sand game built in Rust and WebGL

#104
post #65

Wow! This thread brings back some fond memories. Long ago, I came across a tiny Java applet linked on Fark to a Japanese forum post. Everyone loved it but I found it annoyingly small. It was barely 300px x 400px. I had been coding my senior thesis in Java and had recently learned how to use a Java decompiler. So I downloaded the applet, decompiled it, spent a few minutes figuring out exactly where the dimensions were…

Wow, what a great look into internet history. Do you still have the original forum post? I wonder who the original author was.

Re: Sandspiel – A falling sand game built in Rust and WebGL

#105
post #66
post #21

A nice bit of web programming. The smoke effects look cool. Pity solids don't conduct heat - the first thing I always try and do in these is boil a pot of water. If you've never seen this kind of thing before, the canonical PC example is The Powder Toy, which is so amazing I wish there a 3D Minecraft-like version. But it's really CPU-heavy even in 2d.

also.. mites don't reproduce..

Try feeding them dust.

Re: Sandspiel – A falling sand game built in Rust and WebGL

#106
post #87

Earlier quoted context omitted.

Are there any falling sand games where it does work?

The Powder Toy with water equalization

The Powder Toy wouldn't simulate the vacuum required for it to work. It'd get closer than most other falling sand games if you turn on water equalisation though.

Re: Sandspiel – A falling sand game built in Rust and WebGL

#107
post #11

This is great. I'm almost tempted to redo this with believable thermodynamics.

lol the arrogance of your phrasing is weird. Just stick with the compliment, and then maybe: I think we could improve thermodynamics, not "I'm almost tempted", which sounds like "I'm a god, and could really outdo this but I'm not sure I have time since I'm SO important and busy".

Doesn't really come across as arrogance to me, just interest in the project.

Re: Sandspiel – A falling sand game built in Rust and WebGL

#108

This very strongly reminds me of a game called "Hydroxis" (or at least I think so) for the Amiga. You started with water pooling in some cavity in an otherwise static level and had to move it to a target location by means of enabling and disabling some blocking segments in the level. That was fun! I had remembered that one a decade or so ago and it turned out to be the single hardest thing I tried to find for my WinU…

This must be it; Hydrocis: http://www.lemonamiga.com/?game_id=4277

Re: Sandspiel – A falling sand game built in Rust and WebGL

#109

Holy shit, I remember playing something very similar to this for hours on end in the early 90s as a kid; it might have even been an early version of the powder toy (another user mentioned it), not entirely sure, but regardless this thread is making me go back down memory lane and now I'd love to get into the insides of a game like this one and understand how it works!

You might have played one of Burning sand II, WXSand, or danbal. There's a fairly rich history of these games, but The Powder Toy basically ate everyones lunch at this point.
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