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Sandspiel – A falling sand game built in Rust and WebGL

sandspiel.club

171–180 of 193 posts

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

#172

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…

Here's my take on this idea:

https://sandspiel.club/#52oSclzynCddZWyelRsm

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

#173
post #169
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…

How are y'all getting the applet running? Doesn't work in my browser, and $ appletviewer sand7.jar isn't doing the trick.

I tend to run old crusty applets with http://eclipse.org?

This usually solves for weird, deprecations, and routes around profoundly unfriendly browser barriers, which, sadly and admittedly are required from a security standpoint for most clueless users.

I prefer using Eclipse over IntelliJ CE, because Eclipse settings for static libraries that aren't handled by source control are a bit more concrete. IntelliJ CE is well-suited for many professional coding activities, but buries some commonly used, yet clunky settings that are right on the surface with Eclipse. Namely JRE/JDK choices, and build path settings for static jar files.

On the other hand, you might need to know a bit about Java, to do this. For most HN users, and even many gamers, this is generally not too much of a problem.

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

#177
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.

Select Wall. Draw "bowl". Select Water. Drop water into bowl. Select Cloner. Click beneath bowl. Select Fire. Click beneath Cloner. Observe boiling water.

> Observe boiling water

What should happen? All I see is the surface 'sparkle' effect that is the same as still water.

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

#178
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.

I did a ton of research because I was looking into creating a VR falling sand game (which someone actually made about a year ago https://www.oculus.com/experiences/rift/1337446473017832/).

There are a couple of other 3D falling sand games (http://csiuo.com/Sand3d/, https://github.com/TheTomster/sandish, https://powdertoy.co.uk/Discussions/Thread/View.html%3FThrea...) but none of them are very good due to the factors you mentioned. UX is also a pretty big problem, as traditional mouse or touch controls don't work well in 3D, which is why I wanted to go the VR route, but something like a very dynamic Minecraft as you mentioned could work as well.

Most falling sand game implementations are sequential, so parallelizing the simulation using a margolus neighborhood (https://en.wikipedia.org/wiki/Block_cellular_automaton) or double buffer could greatly improve performance. Most falling sand games tend to not be pure cellular automata, and some are implemented as particle systems with particle in cell grid collision instead of CA, but particle and fluid sims are easy to parallelize. I haven't seen a falling sand game (2D or 3D) that runs entirely on the GPU, and my goal was to do that, eventually ending up with some complex Claybook (https://www.claybookgame.com/) style engine.

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

#180

Earlier quoted context omitted.

Select Wall. Draw "bowl". Select Water. Drop water into bowl. Select Cloner. Click beneath bowl. Select Fire. Click beneath Cloner. Observe boiling water.

> Observe boiling water What should happen? All I see is the surface 'sparkle' effect that is the same as still water.

The water eventually disappears.
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