sand-slide
3D-Cellular-Automata-Raylib
sand-slide | 3D-Cellular-Automata-Raylib | |
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3 | 3 | |
64 | 16 | |
- | - | |
8.2 | 3.5 | |
about 2 months ago | 7 months ago | |
C++ | C++ | |
MIT License | - |
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sand-slide
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I've finally completed my falling sand simulation (sand slide) using Godot 4 & GD Extension! Available on Google Play Store, open source
You can download the full version (free, with no monetization) on itch.io for Windows or on the Play Store for android. Thanks!
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I made a falling sand game to test out C++ GDextension! Download and source code in comments
github: https://github.com/kiwijuice56/sand-slide
3D-Cellular-Automata-Raylib
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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!
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[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
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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?
godot-embed-external-editor - Embed an external script editor (e.g. VSCode) into the Godot editor.
zeno - ZEn NOde system - a simulation & rendering engine in nodes
godot-git-plugin - Git implementation of the VCS interface in Godot
3D-Cellular-Automata-WGPU - 3d Cellular Automata using WGPU in Rust (for the web and using compute shaders)
GDExtensionSummator - The Summator Example from Custom Modules made with the GDExtension system in Godot 4
EventMolecularDynamics - A program implementing event driven molecular dynamics for hard smooth spheres, using OpenGL for displaying
godot_debug_draw_3d - Draw 3D debug graphics and 2D overlays with this add-on.
SolarSystem - A solar system simulator with Verlet, using OpenGL for displaying.
godot-jolt - Godot Jolt is a Godot extension that integrates the Jolt physics engine
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.