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Sandspiel – A falling sand game built in Rust and WebGL

sandspiel.club

61–70 of 193 posts

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

#61
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!

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

#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.

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

#63

Will activating WebRender improve framerates? Not that it needs improving anyway... just curious.

WebRender is a mapping from CSS (and perhaps SVG and Canvas 2D in the future) to the GPU. But this game is already built on the GPU, so there's nothing for WR to do. :)

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

#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 setup, changed them to 960x640, compiled it all, and hosted it on my site: http://chir.ag/stuff/sand/

I'm always apprehensive about taking any credit for the Falling Sand Game because I DID NOT make it but I'm always glad to see it in the wild. First it was Fark, then a few months later Digg, then Reddit. At one point someone created a Wikipedia page linking to the enlarged version I was hosting, then it got deleted as not-notable, then someone wrote a song about FSG, then a hundred different versions of FSG popped up, many non-Java and functioning much better than the applet, then the Wikipedia page came back up.

I've long stopped getting giddy emails from office slackers about how much time they waste on my site but even though I didn't really create this amazing game/toy/zen-garden, I feel lucky to have been a tiny part of the arcane pop-culture movement.

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

#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..

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

#67

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).

My point of view is that a game is something where you play within some parameters or structure.

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

#69
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..

and water doesn't pool
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