Falling sand test (cellular automata)

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Post » Sat May 04, 2013 11:07 am

Ended up looking more like lava really.

Link

Just a quick test, not sure if I did it efficiently or how you're supposed to.
It just uses an array to store 1s wherever there's existing lava or a wall, and 0s where there is empty space. Each frame it loops through all the lava cells and checks the array to see if there's empty space in any adjacent cell below it, if there is then it moves the lava sprite there and updates the array accordingly.

The blobby look was accomplished by applying blur shaders to the layer, then sharpening the alpha back to a hard edge using a threshold shader.soggyclog2013-05-04 11:13:11
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Post » Sat May 04, 2013 9:40 pm

Ummm....this is awesome!
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Post » Sun May 05, 2013 11:17 am

You should upload this test if you don't mind, I am very interested
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Post » Sun May 05, 2013 7:30 pm

Pure awesomeness man!
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Post » Mon May 06, 2013 12:43 am

My mind = blown

There are fine lines between crazy, smart, and crazy smart. I'll let you decide which one you are!

(I think why it looks more like lava than sand is the orange around the edges. It'd probably look more like sand if it were more of a brown.)
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Post » Mon May 06, 2013 12:55 am

I liked the effect, was very fluid and nice. :)
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Post » Mon May 06, 2013 2:00 am

Wow! Please share the capx!
@bearboxmedia
www.bearboxmedia.com

Nintendo Wii U Developer using Construct 2
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Post » Mon May 06, 2013 2:12 am

Thanks guys!

Here's the capx and shader. Remember to copy the .FX and .XML into your C2/Effects folder.

Download me

@RandomFellow Thanks man, yeah you're right, but I don't mind it looking like lava, it was just a test anyway. I'm also not used to working in GLSL, so my attempts to clamp values like I would in HLSL weren't working and I couldn't be bothered so I just went with it and let it go into bright hot lava colours :)
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Post » Mon May 06, 2013 2:22 am

Very good stuff! Looks nice and fast!
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