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Recreating Noita's Sand Simulation in C and OpenGL | Game Engineering
Falling Sand Engine: The world is falling
Optimizing a Falling Sand Simulation To an Unreasonable Degree
Falling Sand Engine: Simulation Audio (FMOD)
Falling sand and working controller support in my C++ Minecraft-inspired voxel engine
Finally making a game with Falling Sand | Regolith devlog 1
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Last Updated: September 28, 2026
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Summary
Instead of every frame uploading the visible area (and beyond that to support offscreen lighting) to the GPU, now only the modified ... a small project written in c during the christmas break. happy new year. github repo: github.com/autoselff/sandbox discord: ... I've added polygon decomposition using the Hertel-Mehlhorn algorithm, meaning that the triangles from the rigid body ... I want to get familiar with the process of releasing a game before I finish Metal Sphere Rising, so I'm planning on making a game ... Exploring and attempting to recreate Noita's " A quick showcase of converting world cells to a rigid body object. Also, there are some basic explosions currently based on a ... Source code for this project - github.com/NivMiz0/GPU- Cells can play audio using FMOD at any location based on their position, velocity and quantity. Differing cell types can play ... Seems to work a bit better than last time; though for some reason the mine and place buttons on my PS4 controller act weirdly My ... Hey its been a while! I've been working hard on coding and haven't really had anything to show, but recently I've switch gears to ...