Live data from Hacker News

Sandspiel – A falling sand game built in Rust and WebGL

sandspiel.club

121–130 of 193 posts

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

#121
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.

https://powdertoy.co.uk/

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

#122
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.

Maybe this is the original author? World of Sand by DOFI (2005)

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

can anyone find an earlier falling sand type game?

edit: Found this after some googling: http://cowboyprogramming.com/2007/03/05/falling-sand-game-fr...

very interesting! (includes assembly source code)

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

#123

I wasted hours on these types of games back in the flash era, people were constantly releasing new ones with more types of sand and various effects and combinations, its a shame that whole segment of internet history was deprecated along with flash, good times.

Check this out http://bluemaxima.org/flashpoint/

As long as we have the internet archive and a few awesome humans we will be fine =)

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

#124
post #100

Earlier quoted context omitted.

and the water turns into plants as fast as fire burns the plants.

And the water seem spectacularly incapable of putting out fires.

There's no way to put out a fire burning on top of the cloner.

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

#125
post #100

Earlier quoted context omitted.

And the water seem spectacularly incapable of putting out fires.

There's no way to put out a fire burning on top of the cloner.

I mean - if you already managed to put plants in the cloner.

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

#126
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…

This is easily one of the oldest and most enjoyable games I've played. Thanks for the work you've done!

Reminds me a lot of Cataclysm, a game I played loads on the Acorn Archimedes as a kid.

Damn, the game's 27 years old.

https://www.youtube.com/watch?v=3Byyz1Vlv8w

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

#127

Earlier quoted context omitted.

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 t…

Has anyone made a self-sustaining system w/out using the cloner?

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

#129
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.

Fork it!

I think the CPU load is just inherent to the type of program it is. It's running a fluid dynamics simulation, a thermal dynamics simulation, Newtonian gravity simulation, and discrete particle simulation all at once. If you made all that in 3D, you would have made an incredibly amazing game engine that no computer could possibly run.
Post reply on HN