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Show HN: Making a Falling Sand Simulator
3 projects | news.ycombinator.com | 8 May 2022
If you want more performance, falling sand simulators can further be made parallel by implementing them using Margolus Neighbourhoods, as in Falling Turnip: https://github.com/tranma/falling-turnip
The idea is that a single iteration divides the world into 2x2 squares and then applies effects sequentially within each square, but not between the squares. This means each square can be processed independently. In the next iteration, the division into squares shifts right and down by one cell each direction. This does mean you need more steps than in a sequential implementation, but I found it to be quite a principled approach to parallelizing cellular automata when I first read about it. One interesting side effect of this design is that falling particles end up being separated by blank space, as shown here: https://futhark-lang.org/static/falling-sand-2016.12.04.webm I wonder if that is fixable.
How To Make A Falling Sand Simulation?
1 project | reddit.com/r/Unity3D | 19 Apr 2021
and here is a github project of a falling sand game written in Haskell https://github.com/tranma/falling-turnip
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Tracking mentions began in Dec 2020.
What are some alternatives?
breakout - Breakout
Hipmunk - Haskell binding for Chipmunk, 2D physics engine.
reflex-sdl2 - A minimal host for sdl2 based reflex apps.
tateti-tateti - Meta tic-tac-toe ncurses game.
battleships - Angewandte Funktionale Programmierung
HGE2D - 2D game engine written in Haskell
wxAsteroids - A demonstration of how to use wxHaskell
Monadius - 2-D arcade scroller
Allure - Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad combat game written in Haskell; please offer feedback, e.g., after trying out the web frontend version at
haskanoid - A free and open source breakout clone in Haskell using SDL and FRP, with Wiimote and Kinect support.
aeson-tiled - Aeson instances for Tiled map editor types