![simtown andkon andkon simtown andkon andkon](https://www.pepere.org/games/oldgames.gif)
These rules were enough to make the sand form simple hill shapes. If more than two sand pixels are stacked but there's space to the side, kick one sand grain out to that side. If a sand pixel had an empty pixel below it, exchange them.Ģ. One core was needed to drive the video output, and I had up to 7 other cores running a simple ruleset:ġ. Several years ago I wrote a falling sand game for the Parallax Propeller chip, which is an 8-core microcontroller. I haven't seen a falling sand game (2D or 3D) that runs entirely on the GPU, and my goal was to do that, eventually ending up with some complex Claybook ( ) style engine. Most falling sand games tend to not be pure cellular automata, and some are implemented as particle systems with particle in cell grid collision instead of CA, but particle and fluid sims are easy to parallelize. Most falling sand game implementations are sequential, so parallelizing the simulation using a margolus neighborhood ( ) or double buffer could greatly improve performance.
![simtown andkon andkon simtown andkon andkon](http://img.sector.sk/files/category/2003/9/10/20/15/online/743/Image2.jpg)
UX is also a pretty big problem, as traditional mouse or touch controls don't work well in 3D, which is why I wanted to go the VR route, but something like a very dynamic Minecraft as you mentioned could work as well. ) but none of them are very good due to the factors you mentioned. There are a couple of other 3D falling sand games (,. I did a ton of research because I was looking into creating a VR falling sand game (which someone actually made about a year ago ). I've long stopped getting giddy emails from office slackers about how much time they waste on my site but even though I didn't really create this amazing game/toy/zen-garden, I feel lucky to have been a tiny part of the arcane pop-culture movement. At one point someone created a Wikipedia page linking to the enlarged version I was hosting, then it got deleted as not-notable, then someone wrote a song about FSG, then a hundred different versions of FSG popped up, many non-Java and functioning much better than the applet, then the Wikipedia page came back up. First it was Fark, then a few months later Digg, then Reddit. I'm always apprehensive about taking any credit for the Falling Sand Game because I DID NOT make it but I'm always glad to see it in the wild.
![simtown andkon andkon simtown andkon andkon](https://cdn.girlsgames123.com//misc-games/1550/2177.jpg)
So I downloaded the applet, decompiled it, spent a few minutes figuring out exactly where the dimensions were setup, changed them to 960圆40, compiled it all, and hosted it on my site:
#Simtown andkon andkon how to#
I had been coding my senior thesis in Java and had recently learned how to use a Java decompiler. Everyone loved it but I found it annoyingly small. Long ago, I came across a tiny Java applet linked on Fark to a Japanese forum post.
![simtown andkon andkon simtown andkon andkon](https://i.ytimg.com/vi/xqT4o122Ik0/hqdefault.jpg)
Wow! This thread brings back some fond memories.