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Sandspiel – A falling sand game built in Rust and WebGL

sandspiel.club

111–120 of 193 posts

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

#113

Earlier quoted context omitted.

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.

same

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

#115

I wish fire or lava would make steam out of water, but I love the smoke effect. It was a really nice surprise when the rest of it was so low resolution, great combo.

My wish is always to create a self-sustaining environment with clouds and rainfall but it never works...

Have you tried the "cloner" type ? I managed clouds that rain, using a cloner with ice above a cloner with fire. The cloner with fire make the ice melt which release some water which reduce the fire and help the plant grow. Once the plant below grow enough to reach the fire almost all the plant burn and the cycle begins again. You can then add mites which will eat the plants and reproduce and be almost destroyed by the cycling catastrophe yet survive thanks to the wanderers. Mites usually eat the bottom plants so sometimes for plants to start again from the ground you need to accumulate enough water to form a lake which will reach the preserved from the mites plants. Once the lake reach the plants it is consumed by them, and allow mites to have close to the ground food.

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

#116
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 blast from the past, had completely forgotten about this.

Found this when I was in grade school and I remember spending HOURS on it.

Thank you very much.

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

#117
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.

http://ishi.blog2.fc2.com/blog-entry-158.html

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

#118

Is it really a "game" if there's no goal or "win" condition? Or is it a "webtoy" or "simulation" (or... "sandbox". Think it's a sandbox).

I see this as a simulator, because I learned something from it when I simulated oil, lava and wood.

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

#119
post #62

What's the performance difference from a pure JavaScript version? Recently, I made a particle game which originally planned to be implemented with WASM. However, I decided to implement it with pure JS firstly. The result is some surprising that the JS version runs so smoothly that I think a WASM version is not essential any more.

I'm interested in this too. The dev would probably have a good answer since they previously made a pure JS sand game too: https://github.com/MaxBittker/dust

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

#120
post #95

Earlier quoted context omitted.

Says "arguing definitions is rarely useful"; argues a definition usefully. :-) FWIW I asked the question because I'm designing a simulation "game" without explicit win-conditions, but I'm concerned it won't be very engaging without them. e.g. Minecraft added monsters (to survive the night), and the enderverse.

Don't get me wrong, the question of whether this or that game is better with or without win conditions is perfectly interesting. It's just the raw "is it a game or not?" that's not useful. It's like asking whether comic books are books - the answer is "yes under some definitions, no under others", simple as that. For the case of your game[0] specifically, one option is to expose game stats that the player can form th…

I've thought about that - and it's not that big a jump to have a GUI that allows a user to specify a win condition (and locations to traverse, other conditions etc). Then, the user can share it online. I haven't played GTA V online, but I think it does something like that.

But actually, I don't want those sort of win-conditions for this particular game, not even DIY stats. It's just an immersive simulation. Guess I'm just not too sure it WILL be immersive or engaging - even for me to play! Just have to see, I guess.

Taking your lead, I suppose if a movie can be immersive, why not a "game" which has no win-condition? But the moment I say that, I immediately realize that movies do have "win-conditions" - just of the protagonist, not the viewer/player. Goals, stakes, motivation, obstacles are all important narrative components.

Can you have an immersive movie without narrative? Sort of maybe, some experimental/arthouse, but they aren't very popular (and arguably do have some kind of narrative).

You're probably right about definitions, but they do inevitably lead to the components of a game/non-game, and whether they are engaging, and what makes them engaging... and they're easy to ask.

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