3D-Cellular-Automata-WGPU
3D-Cellular-Automata-Raylib
3D-Cellular-Automata-WGPU | 3D-Cellular-Automata-Raylib | |
---|---|---|
4 | 3 | |
26 | 16 | |
- | - | |
0.8 | 3.5 | |
about 1 year ago | 7 months ago | |
Rust | C++ | |
- | - |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
3D-Cellular-Automata-WGPU
-
[Media] Customizable 3D Cellular Automata on the web using WGPU!
GitHub link: https://github.com/LelsersLasers/3D-Cellular-Automata-WGPU (The branches are very messy... I recommend you get latest working downloads from the website at the top of this comment)
-
[Rust/WGPU] Customizable 3D Cellular Automata on the web!
Link to website: 3D Cellular Automata [WGPU/Rust]
-
3D Cellular Automata | Rust | WGPU | 2,6,9/4,6,8,9/10/M
This project is modeled after a similar project I did this summer in C++ and Raylib. For more information about that project, see its GitHub page: https://github.com/LelsersLasers/3D-Cellular-Automata-Raylib I choose to rewrite it in Rust using WGPU for 2 main reasons: 1) It could run on the web 2) I could use compute shaders to greatly increase performance (currently runs more than 10 times faster natively and 4 times faster on the web than the old version) You can play with this simulation without downloading anything by visiting: https://lelserslasers.itch.io/3d-cellular-automata-wgpu-rust This GitHub page from this project can be found here: https://github.com/LelsersLasers/3D-Cellular-Automata-WGPU The project has many branches, but only some work/are currently being updated (I recommend you get the latest working downloads from the itch.io link above). Cell rules: 2,6,9/4,6,8,9/10/M Survival: 2, 6, 9 Spawn: 4, 6, 8, 9 State: 10 Neighborhood: Moore This video is not sped up at all, it is running in real time at 40~50 ticks per second (a bit higher when not recording). Computer (Galaxy Book Flex) specs: - CPU: Intel® Core™ i5-1135G7 Processor @ 2.40 GHz - GPU: Intel® Iris® Xe Graphics (integrated) - RAM: 8 GB (LPDDR4x) Thanks for watching!
-
Questions about resizing: 1) How to keep aspect ratio, 2) How to allow resizing as wasm/on web?
Edit: GitHub link: https://github.com/LelsersLasers/3D-Cellular-Automata-WGPU/tree/main/cellular_automata
3D-Cellular-Automata-Raylib
-
3D Cellular Automata | Rust | WGPU | 2,6,9/4,6,8,9/10/M
This project is modeled after a similar project I did this summer in C++ and Raylib. For more information about that project, see its GitHub page: https://github.com/LelsersLasers/3D-Cellular-Automata-Raylib I choose to rewrite it in Rust using WGPU for 2 main reasons: 1) It could run on the web 2) I could use compute shaders to greatly increase performance (currently runs more than 10 times faster natively and 4 times faster on the web than the old version) You can play with this simulation without downloading anything by visiting: https://lelserslasers.itch.io/3d-cellular-automata-wgpu-rust This GitHub page from this project can be found here: https://github.com/LelsersLasers/3D-Cellular-Automata-WGPU The project has many branches, but only some work/are currently being updated (I recommend you get the latest working downloads from the itch.io link above). Cell rules: 2,6,9/4,6,8,9/10/M Survival: 2, 6, 9 Spawn: 4, 6, 8, 9 State: 10 Neighborhood: Moore This video is not sped up at all, it is running in real time at 40~50 ticks per second (a bit higher when not recording). Computer (Galaxy Book Flex) specs: - CPU: Intel® Core™ i5-1135G7 Processor @ 2.40 GHz - GPU: Intel® Iris® Xe Graphics (integrated) - RAM: 8 GB (LPDDR4x) Thanks for watching!
-
[OC] 3D Cellular Automata | C++ | Raylib | 2,6,9/4,6,8,9/10/M
Github link: https://github.com/LelsersLasers/3D-Cellular-Automata-Raylib/tree/main
-
Optimization questions about C++ and cellular automata
The full code is here: https://github.com/LelsersLasers/3D-Cellular-Automata-Raylib , but it long ish (600ish total lines) and I don't normally write code in C++ so it probably won't follow any standards.
What are some alternatives?
qcell - Statically-checked alternatives to RefCell and RwLock
sand-slide - Fast falling sand game made within Godot and utilizing beta GDExtension features
oscli - Real time audio visualisation using WGPU
zeno - ZEn NOde system - a simulation & rendering engine in nodes
nbody-wasm-sim - An N-body WebAssembly simulation using Web GPU
EventMolecularDynamics - A program implementing event driven molecular dynamics for hard smooth spheres, using OpenGL for displaying
elodin - Physics simulation software for space + aerospace
SolarSystem - A solar system simulator with Verlet, using OpenGL for displaying.
projectileMotionQuadraticDrag - Physics simulation that replicates projectile motion with realistic drag
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.