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|MIT License||BSD 3-clause "New" or "Revised" License|
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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.
What are some alternatives?
MazesOfMonad - simple game
tateti-tateti - Meta tic-tac-toe ncurses game.
werewolf-slack - A chat interface for playing werewolf in Slack
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
netwire-input-glfw - MonadInput instances for GLFW based netwire programs
aeson-tiled - Aeson instances for Tiled map editor types
breakout - Breakout
SFML - Low level Haskell bindings for SFML 2.x
general-games - Haskell package with helpful structures for a variety of games
Hipmunk - Haskell binding for Chipmunk, 2D physics engine.
reflex-sdl2 - A minimal host for sdl2 based reflex apps.