2
votes
Optimizing falling sand simulation
This is how I parallelized falling sand:
The screen is divided into cells, 1 per pixel
The first kernel computes the direction each sand cell wants to go. Let's call this "push".
The second ...
Only top scored, non community-wiki answers of a minimum length are eligible
Related Tags
simulations × 196physics × 63
unity × 29
mathematics × 16
algorithm × 15
2d × 12
c# × 11
game-design × 11
ai × 11
c++ × 10
3d × 10
car × 10
physics-engine × 8
opengl × 7
water × 7
collision-detection × 6
networking × 6
collision-resolution × 6
java × 5
architecture × 5
multiplayer × 4
procedural-generation × 4
game-mechanics × 4
data-structure × 4
particles × 4