Sandboxels
101–110 of 116 posts
Re: Sandboxels
#102Re: Sandboxels
#103Re: Sandboxels
#104As a fan of both Neal and R74n this was an unexpected collaboration! I can highly recommend building your own falling sand simulator. It's really fun to see how such simple rules create emergent behaviors. Sand pixels try to move down, then diagonally down. Water does the same, then tries sideways. Me messing around with it eventually resulted in a game I'm now working on full time (think Noita meets Factorio): https…
how is working with hooded horse?
Re: Sandboxels
#105Earlier quoted context omitted.
Out of curiosity: Do you use a high level language (like C#) or do you have low level optimizations on (e.g. assembly level)? I imagine that there has to be some kind of map that keeps track of which pixels are "active" and need to be updated, but I wonder how do that efficiently.
this doesn't answer any questions about this game, but I found this GDC talk about Noita pretty interesting: https://www.youtube.com/watch?v=prXuyMCgbTc
Re: Sandboxels
#106As a fan of both Neal and R74n this was an unexpected collaboration! I can highly recommend building your own falling sand simulator. It's really fun to see how such simple rules create emergent behaviors. Sand pixels try to move down, then diagonally down. Water does the same, then tries sideways. Me messing around with it eventually resulted in a game I'm now working on full time (think Noita meets Factorio): https…
Out of curiosity: Do you use a high level language (like C#) or do you have low level optimizations on (e.g. assembly level)? I imagine that there has to be some kind of map that keeps track of which pixels are "active" and need to be updated, but I wonder how do that efficiently.
The world is divided into chunks and the threads are processing them simultaneously in an even-odd checker pattern to avoid race conditions. When all pixels settle in a chunk it falls asleep and can be skipped altogether until an active pixel enters and wakes it up again.