落沙游戏
Sandspiel,Max Bittker,2019 年

正在布展…
它是怎么做的
- 第 1 步Rust → WASM 实现每种元素的元胞自动机规则
- 第 2 步单元格数组直接作为纹理上传给 WebGL 着色
- 第 3 步独立的 GPU 流体模拟(风)读写单元格,影响粒子运动
- 第 4 步片元着色器为每种元素加噪声与色彩抖动,形成手绘质感
复刻配方
一段技术配方,可以直接交给 AI 编程助手,也可以自己照着写。想指定技术栈、位置和性能预算,就把它加入实现方案。
Represent the world as a 2D grid of cells, each with a species id and a couple of bytes of state, and update it with per-species rules (sand falls and slides diagonally, water spreads sideways, fire consumes wood). Implement the update loop in a compiled language or tight JS with typed arrays, alternating scan direction to avoid bias. Upload the cell buffer as a texture every frame and color it in a fragment shader using species palettes plus hash noise. Optionally run a separate low-resolution GPU fluid sim whose velocity pushes cells around for wind.


