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Sandboxels
61–70 of 116 posts
Re: Sandboxels
#62Re: Sandboxels
#63how do we access the original version? the neal.fun one is more laggy, and the design is a bit worse. does anyone know the link?
Re: Sandboxels
#64Re: Sandboxels
#65Re: Sandboxels
#66As 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.