ggez Falling Sand Simulation: Best way to draw massive amount of individual pixels every frame

This page summarizes the projects mentioned and recommended in the original post on /r/rust_gamedev

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  • FallingSandJava

    Falling Sand Simulation implemented in Java. Every pixel is simulated every frame and has its own state and intrinsic motivations.

  • I am working on porting a falling sand simulation I originally built in Java over to Rust. I have chosen ggez as the framework to do this since from what I read Piston development has mostly stopped and falling sand simulations are not well suited to ECS engines like Bevy, etc.

  • screen-13

    Screen 13 is an easy-to-use Vulkan rendering engine in the spirit of QBasic.

  • This example in Screen 13 uses pixel shaders for a spilled-paint effect; which is similar to moving sand through advection. If you want to focus on compute and pixel shaders which update buffers and display images on the screen: this engine is really well suited.

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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  • MarkovJunior

    Probabilistic language based on pattern matching and constraint propagation, 153 examples

  • WaveFunctionCollapse

    Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics

  • https://github.com/mxgmn/WaveFunctionCollapse - Honorable mention, same guy.

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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