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

Stream - Scalable APIs for Chat, Feeds, Moderation, & Video.
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  1. 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.

  2. Stream

    Stream - Scalable APIs for Chat, Feeds, Moderation, & Video. Stream helps developers build engaging apps that scale to millions with performant and flexible Chat, Feeds, Moderation, and Video APIs and SDKs powered by a global edge network and enterprise-grade infrastructure.

    Stream logo
  3. 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.

  4. MarkovJunior

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

  5. 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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