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Tracking mentions began in Dec 2020.
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
What are some alternatives?
tateti-tateti - Meta tic-tac-toe ncurses game.
SFML - Low level Haskell bindings for SFML 2.x
Hipmunk - Haskell binding for Chipmunk, 2D physics engine.
Monadius - 2-D arcade scroller
breakout - Breakout
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
aeson-tiled - Aeson instances for Tiled map editor types
general-games - Haskell package with helpful structures for a variety of games
LambdaHack - Haskell game engine library for roguelike dungeon crawlers; please offer feedback, e.g., after trying out the sample game with the web frontend at
FunGEn - A lightweight, cross-platform, OpenGL-based 2D game engine in Haskell