This project was heavily inspired by Noita and The Powder Toy.
Every cell on screen has a simple set of rules that it follows every game tick. This sandbox lets you place many different types of cells and observe their emergent behaviors.
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You can try out this demo here
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Falling Solids
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Base Properties
- affected by gravity and falls forming mounds (based on it's inertial resistance)
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Sand
- bad heat conductor
- not affected by much
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Gun Powder
- good heat conductor
- combusts instantly
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Liquids
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Base Properties
- affected by gravity and spreads to fill space
- wets other cells
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Water
- good heat conductor
- puts out fire and helps prevent fires
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Oil
- less dense and more viscous than water
- highly flammable and makes other cells more flammable
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Gasses
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Base Properties
- rises and spreads to fill space
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Smoke
- less dense than air
- great heat conductor
- suffocates fire
- can cause burns
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Fire
- needs air to stay alive
- lights flammable cells on fire and heats up surrounding cells
- spreads itself along flammable cells
- great head conductor
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Air
- can conduct heat (currently disabled)
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Stationary Solids
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Base Properties
- not affected by gravity
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Wood
- is very flammable
- can burn up
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Bedrock
- indestructible
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Stone
- currently indestructible
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- cells that cannot move or are inactive will 'sleep' preventing them for being checked until they can move.
- uses a custom GLSL shader to create bloom for glowing cells.
- cells can transform between states (currently limited to only a few).
- simulates heat with conductivity and spread.
- the only bottle neck for the sandbox is drawing the cells.
- increase performance by reducing the number of draw calls
- thread the simulation
- add more cells and rework the cell state transitions
- allow for creating custom cell types from within the sandbox
- better ui