Hello #86
Replies: 3 comments
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You project is really cool! About the simulation stuff I think it's possible to do it on gpu but probably very limited, I think I remember someone that was able to make it work. Edit: But to make the simulation more fast you for sure need to have some multithreading and chunk system going on, so that you can update multiple parts of the world at the same time, if you haven't implemented this yet, it's totally worth it. |
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Also, if you didn't yet, check out PieKing's project, he does the lighting on the GPU side and some other incredible things. |
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Hi! I was just looking around at similar projects in the same space as something I'm working on and found yours.
I've built my project in Rust using Bevy ECS and Vulkano. Example video:
https://github.com/user-attachments/assets/eba60fe4-7c8c-4d9e-a080-1973462ebf1c
The actual falling sand part isn't visible in this video because the video was originally intended to show off some user interface and animation changes. But it seems we have similar inspirations. I've taken inspiration from Noita, Terraria and Wizard of Legend. My game is currently closed source, but it's interesting to see what others are working on that have similarities. Especially when there's discussions to be had about how things are implemented or how to overcome certain technical issues. I've particularly been torn on how to use the GPU more to lower the CPU load from the simulation and lighting engine that are currently CPU bound. I've noticed not much activity recently on this repo, are you still working on this?
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