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Very interesting talk. My favorite takeaways:

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...



Regarding 2 I would really like to know more about how you can implement rigid bodies in a full pixel simulation. Anyone has any pointers?


Frankenstein your pixel sim with am existing rigid body sim




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