1) The basic physics of sand, water and gases is quite simple. I was impressed by the fact, that he implemented most of it in Q-Basic way back. Thinking about this a bit more, Q-Basic looks like the perfect environment to play around with such pixel simulations, albeit a bit slow I guess.
2) The hard part is mixing rigidbody simulation and pixel simulation. Also updating the world using multiple threads.
3) Procedural world generation uses something called Herringbone Wang Tiles [1]. It reduces visible seams and the algorithm itself does not look too complicated.
1) The basic physics of sand, water and gases is quite simple. I was impressed by the fact, that he implemented most of it in Q-Basic way back. Thinking about this a bit more, Q-Basic looks like the perfect environment to play around with such pixel simulations, albeit a bit slow I guess.
2) The hard part is mixing rigidbody simulation and pixel simulation. Also updating the world using multiple threads.
3) Procedural world generation uses something called Herringbone Wang Tiles [1]. It reduces visible seams and the algorithm itself does not look too complicated.
[1] https://nothings.org/gamedev/herringbone/herringbone_tiles.h...