Recreating Noita's Sand Simulation in C and OpenGL | Game Engineering

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John Jackson

John Jackson

Күн бұрын

Exploring and attempting to recreate Noita's "Falling-Sand" Simulation from scratch using C and OpenGL.
Be sure to like and subscribe, you cool people. That way I can continue to make more vids
like this.
NOTE: There's a typo @2:07. I wrote "bytes" when it should be "bits" for the gs_vec2, color_t, and b32 member variables for the particle struct. So the overall size should be drastically different (only 24 bytes in total). Sorry for the confusion!
00:00 - Introduction
00:33 - Gunslinger
00:58 - Research/Resources
01:13 - Cellular Automata
01:52 - Sand Algorithm
03:15 - Water
05:25 - Wood/Walls
05:53 - Fire
06:32 - Gunpowder/Salt/Lava/Oil/Acid
07:37 - Polish/UI/Drag-Drop Images
08:56 - Final Sand Sim Presentation / Exploding Pictures
Project source:
github.com/GameEngineering/EP...
Gunslinger:
github.com/MrFrenik/gunslinger/
Get Noita:
store.steampowered.com/app/88...
Get Powder Toy:
powdertoy.co.uk/
Music:
Blue Dot Sessions - Lakdeside Path: www.sessions.blue/?fwp_sessio...
Resources Used:
Nolla Games GDC: • Exploring the Tech and...
Noita Gameplay Showcase - • Noita gameplay showcase
Noita Technical Explanation - • Noita Gameplay - Expla...
Game Of Life: • An Introduction to Con...
Game Of LIfe: • epic conway's game of ...
Stuff To Read:
/ it-from-bit-is-the-uni...
80.lv/articles/noita-a-game-b...
maxbittker.com/making-sandspiel
Special Thanks:
Guilherme Teres from Uniday Studio: / @unidaystudio
Everyone in my Discord channel. Thanks for hanging around and being awesome.

Пікірлер: 689
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Edit: *Wall of Text Warning* - At 02:07, the size of the b32, gs_vec2, and color_t member variables should only be represented as "bits", not "bytes". Therefore the overall size is not the grossly exaggerated amount shown here, but 24 bytes. Thanks to @Nyzcere for pointing that out! There's always a mistake you miss! - I've gotten a concern about the memory storage for the particle data. Something else I'm regretting not going into more detail. To clarify, the texture size is not the screen's full resolution in this implementation. It's 629 x 424 for a total of ~266.7k particles. Total memory storage for this buffer is therefore ~6.4MB. I think that's acceptable for a small game world like this. The size of this particle data can definitely be lowered though! If you pack the life time and color information into 4 bytes (24 bits for the life and 8 bits for a color lookup index into a shared table), you could drastically reduce the size. However, the goal of the vid was to show off a concept and demonstrate an implementation - not to achieve extreme efficiency. - It's also been requested to explain a bit more about how the rendering occurs, since that seems to be a large concern for people who might attempt something like this. For the particles' updates, they really are that simple, naive and brute force. It seems odd, but the resolution of my world shown is roughly 260k particles, and it easily hits a 16ms frame time. However as you scale the world, this won't cut it. So you have some options. You could split it up into sizeable chunks, say 512x512 (like Noita does), and then partition those chunks into active/inactive buckets and only update the active particles. To further speed this up, you could multi-thread the simulation. Now, here's the catch: Noita and my simulations are both single-buffered and run on the CPU. So that means multi-threading is...challenging. You have to be careful at the boundaries of your chunks, since there's a large chance you'll have a lot of data-races at boundary walls. Noita handles this by splitting its update frame into 4 sections - it creates groups of chunks to update in a "checker like" pattern, so it maintains a large separation area between chunks. This works well enough in practice so that a particle has a large enough area it can travel in a single frame between neighboring chunks without having to worry about getting accessed twice in different threads. You could also move the entire sim to the GPU, but that's a different beast altogether. :) The rendering is done in a single draw call. I keep a 2d array of 32-bit rgba color data which maps directly to the pixel data. There is also a GPU texture that has the exact same dimensions as this CPU texture. As I update pixels, I change the color data as well. Then, when I'm done with the sim in the frame, I push the entire color buffer and copy its data into the GPU texture. Therefore rendering the scene is just a single draw call to present the buffer to screen. I also have 3 other calls for post processing. All in all, the entire scene is rendered in 5 calls: - one to render the simulation to an offscreen target - three for post processing (bright filter, bloom, and composite) - one for final presentation to back buffer - Salt isn't less dense than water, I misspoke. But, it looks cool. That's what matters, right? - @championchap brought up a point that I sneakily didn't address in the video (I'm starting to realize that I need to address everything much more fully than I did). The "simple" sand falling algorithm works great as a base, and adding forces, like gravity and velocity, do work to add some variation for a more "realistic" behavior set. However, if the velocity fails to move the particle in any way, the simulation falls back to this simple algorithm and it can look "out of place" with how uniformly it falls. Think about it - we specifically tell the sand to follow those rules in a fall through pattern - look down, then look down and left, then down and right. What you can do to force some variation is to alternate how to iterate through the columns of your data. Easiest way I've found is to add a frame counter and then on even frames, you iterate left-to-right. For odd frames, right-to-left. This adds enough variation to that falling pattern that it greatly helps out with this issue of unwanted uniformity. - Also, thanks for all the kind words and motivation, everyone. Subscribe and be on the lookout for the next one. I've already started working on it 😀
@0xF33D
@0xF33D 4 жыл бұрын
Keep it up! You're doing very well with your videos and they have pretty high educational value, considering how many videos are like these (not many at all). :)
@adelkaderchourafi5369
@adelkaderchourafi5369 3 жыл бұрын
unity game "creator" sweaty
@aqezzz
@aqezzz 3 жыл бұрын
This is great content! Very well thought out, in a language that doesn’t get nearly enough KZbin love(C, that is), and is also entertaining in general. Keep up the great work
@bragapedro
@bragapedro 3 жыл бұрын
You warned me, but boy, it was a big wall
@wayfarerzen3393
@wayfarerzen3393 3 жыл бұрын
These types of sand games were how I entertained myself throughout junior high school. :D Loved these so much. It was really nice to see how they actually work!
@SeanHodgins
@SeanHodgins 3 жыл бұрын
People LOVE particle physics.
@Neimonster
@Neimonster 3 жыл бұрын
I'm VERY particular about it
@johnjackson9767
@johnjackson9767 3 жыл бұрын
I see what you did there.
@maurocabello5421
@maurocabello5421 3 жыл бұрын
Bruh
@Davi_Dash
@Davi_Dash 2 жыл бұрын
Especially 2d?
@doggo9757
@doggo9757 Жыл бұрын
@@Neimonster i see what you did there
@OussamaBarkouki
@OussamaBarkouki 4 жыл бұрын
I just found the 3blue1brown of computer graphics, and I love it.
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Haha, that's probably the best compliment I've ever gotten.
@SLB_Labs
@SLB_Labs 4 жыл бұрын
I was looking for this comment. Felt heavy 3b1b vibes. This is great!
@shubhsharma150
@shubhsharma150 3 жыл бұрын
@@SLB_Labs ikkrrr me tooo
@thebigboi5357
@thebigboi5357 3 жыл бұрын
You'd love Sebastian Lague then!
@shubhsharma150
@shubhsharma150 3 жыл бұрын
@@thebigboi5357 already a fan
@Miziziziz
@Miziziziz 4 жыл бұрын
Wow really high quality vid, please make more like this, subbed
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Hey, man, love your vids! Thanks for the compliment and sub. I'm already working on the next one. :)
@exuberantly_exausted8823
@exuberantly_exausted8823 3 жыл бұрын
YOU?!?!?!
@koenbrink
@koenbrink 4 жыл бұрын
This is one of those videos that could last days and I would still be sad when it ended
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Very kind words, glad you enjoyed it. I'll have another one up in the next few days.
@Volvith
@Volvith 3 жыл бұрын
"Noita" **POLYMORPHINE TRAUMATIC STRESS DISORDER FLASHBACKS**
@Fezezen
@Fezezen 3 жыл бұрын
I think I found my next little programming challenge for myself.
@skaruts
@skaruts 4 жыл бұрын
On a loosely related note, it always amuses me when Game Of Life is said to have 4 rules. It's really just 2 rules: *1-* living cell dies if *not* next to 2 or 3 alive neighbors *2-* dead cell is revived if next to 3 alive neighbors
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Absolutely good point. And the fact that it's even simpler than typically reported to be just adds more weight to Conway's genuis.
@johnjackson9767
@johnjackson9767 4 жыл бұрын
On a related note, since you seem to be interested, this directly feeds into most 'partisan' games, as Conway coined, and into surreal numbers in general. All choice, especially with regards to mathematics, can be thought of as moves in a game. These moves are typically bimodal that can be infinitely bisected to get beyond an infinite representation of possible states. I want to figure out more insightful and entertaining ways to introduce people who love video games to these topics - because they are immensely powerful and beautiful.
@swyveu
@swyveu 3 жыл бұрын
​@@johnjackson9767 " All choice, especially with regards to mathematics, can be thought of as moves in a game. These moves are typically bimodal that can be infinitely bisected to get beyond an infinite representation of possible states." This intrigues me! Could you please explain more in depth what you mean by this (or maybe do a video)?
@imjustpassingby5058
@imjustpassingby5058 2 жыл бұрын
4:25 Some tips: If you notice, the ripples and interactions in the water are a bit similar so you can set the delay time for each particle and random time differently. And we have realistic water!
@UnidayStudio
@UnidayStudio 4 жыл бұрын
What an amazing video! I learned a lot here, thank you! I can't wait for the next one!
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Thanks, man! Love your vids too 😀
@trulyinfamous
@trulyinfamous 3 жыл бұрын
I really love modular systems. Being able to set up a system, iterate on it all you want, and add new things based on that system is cool.
@glass7923
@glass7923 3 жыл бұрын
This thing accurately simulated the launch and death of Borderlands 3.
@johnjackson9767
@johnjackson9767 3 жыл бұрын
Haha
@pedrogabrielnogueira1068
@pedrogabrielnogueira1068 2 жыл бұрын
Bruuuuuh... :O Particles are indeed the most important part of a good game
@Faby__
@Faby__ 3 ай бұрын
Wtf this was the best video on particles i've ever seen. Amazing job
@5daydreams
@5daydreams 3 жыл бұрын
Okay YOU REALLY deserve more views. This is high quality content, right there
@mmmmigs
@mmmmigs 3 жыл бұрын
rad video! will be rewatching and checking out the code when i have some more time. thanks for sharing!
@Sbenbobb9
@Sbenbobb9 8 ай бұрын
Both these forms of media are so rare and I love that you brought them together. I love Noita, and the Powder Toy I've been playing since I was a kid.
@diharaw94
@diharaw94 4 жыл бұрын
Amazing stuff! Your voice very soothing as well! Really enjoyed your earlier devlogs too.
@LBandy
@LBandy 4 жыл бұрын
Insanely informative and visually stunning. Thanks a lot for sharing!
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Glad you enjoyed it!
@DahColorzHorse
@DahColorzHorse 3 жыл бұрын
Great video, really amazed with the quality of it and what you created.
@mi8377
@mi8377 3 жыл бұрын
Fantastic video, very satisfying to watch. Please make more haha. Subscribed!
@marf1610
@marf1610 3 жыл бұрын
The editing, pacing, and illustrations in this video are absolutely top notch.
@nickpolet
@nickpolet 3 жыл бұрын
What a great video. Brilliant for people (like me) looking to get into this area of graphics programming. Great job!
@dreamhollow
@dreamhollow 3 жыл бұрын
Things like this are exactly why I wanted to get into game design in the first place. I am utterly fascinated by game physics, especially convincing fluid simulations.
@nttn3666
@nttn3666 3 жыл бұрын
I love this series, thank you for making videos.
@TheRealFFS
@TheRealFFS 3 жыл бұрын
This was so amazing and inspiring at the same time. Immediate sub.
@giancedrick507
@giancedrick507 3 жыл бұрын
I actually wondered about the mechanics behind noita's particle simulation and how to produce the same effects in c++ OpenGL / Vulkan. This channel is perfect for me since I am planning to convert 3d rendered frames to video using ffmpeg and something like that. But I am really stupid around tinkering with graphics APIs. Anyway great work! you got yourself a new sub
@marceli-wac
@marceli-wac 3 жыл бұрын
Great stuff! Looking forward to your next projects
@JohnIvess
@JohnIvess 3 жыл бұрын
Man that's absolutely stunning! Inspired me to give my first try for Cellular Automata
@emmanueloverrated
@emmanueloverrated 3 жыл бұрын
Very interresting experiment Mr. Jackson, thank you for the share!
@AstroSamDev
@AstroSamDev 3 жыл бұрын
Really good video! Totally underrated. I didnt even realize that those powder / pixel physics games worked like cellular automata, really inspired me to make my own! :D
@TomDale
@TomDale 4 жыл бұрын
Awesome video. You’re like the Bob Ross of sand simulators. Keep it coming!
@johnjackson9767
@johnjackson9767 4 жыл бұрын
"Just paint a happy lil' acid pool here..." Thanks for watching and the kind words! I'm starting to work on an idea for the next one now. Stay tuned.
@theunknown4834
@theunknown4834 4 жыл бұрын
@@johnjackson9767 here is some limestone
@ewerner
@ewerner 4 жыл бұрын
Great video man. I found your channel from your Github. I have been looking at making a C game engine and this has provided plenty of inspiration to work from. Keep up with the videos, they are great!
@rje613
@rje613 4 жыл бұрын
This maybe one of my favorite coding videos of all time. Very precise and very informative. Good job dude
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Very kind of you! I'm glad you got something out if it.
@LeonardoRamos01
@LeonardoRamos01 3 жыл бұрын
this is just amazing, loved it!
@patrick1532
@patrick1532 2 жыл бұрын
This really reminds me of Sebastian Lague's coding adventure videos, great production quality! Well done.
@dylanbalagtas6444
@dylanbalagtas6444 4 жыл бұрын
Dude you are like the first one to call this game engineering (base on : searching in youtube) love your vid , such high quality, please make more !!!
@johnjackson9767
@johnjackson9767 4 жыл бұрын
There is a ton of fantastic engineering as well as multiple other disciplines that goes into games, that I feel like it often gets overlooked. I want to help share some of that if I can. Already working on the next topic I'd like to discuss. Thank you for the kind words and watching.
@claridadespontanea1195
@claridadespontanea1195 3 жыл бұрын
This was phenomenal, man, thank you so much, I had a lot of fun watching. The "speed" stuff had gone totally over my head. Falling sand and simulating water was one of the first programs I ever made, it's mindblowing so many people had the same impulse to simulate something like that.
@johnjackson9767
@johnjackson9767 3 жыл бұрын
I appreciate it. Glad you enjoyed the video.
@0xlemi
@0xlemi 3 жыл бұрын
Your best video by far. Keep doing videos like this.
@soulofartorias9928
@soulofartorias9928 3 жыл бұрын
after watching the devs video, it seems like you made liquids much more complicated. Still a great video!
@johnjackson9767
@johnjackson9767 3 жыл бұрын
More complicated than they need to be? Probably. Lol.
@tremolo312
@tremolo312 3 жыл бұрын
WOW the quality is incredible. You're going to blow up with the next few vids I guarantee it
@mantasarmalys6471
@mantasarmalys6471 4 жыл бұрын
Amazing video! I loved it! Learnt a lot!
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Appreciate it! Glad you got something out of it!
@kargaroc386
@kargaroc386 3 жыл бұрын
I like how you took something completely incomprehensible and made it easy enough for me to understand.
@dandymcgee
@dandymcgee Жыл бұрын
Awesome! Looks fantastic.
@AkumaRaion
@AkumaRaion 4 жыл бұрын
Great explanation! Never heard of Elementary Cellular Automation, will look into it.
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Research John Conway and Stephen Wolfram and Recreational Mathematics. You won't be disappointed.
@nobo_dev9526
@nobo_dev9526 4 жыл бұрын
Really well explained, and a high production value. Hoping to see more :) P.s. at 2:07 you accidentally switched from counting in bytes to counting in bits, the total should be much smaller
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Ahh, you're right! Haha, that b32 should only be 32 bits. I gotta figure out how to add some way to fix it on KZbin. Thanks for pointing it out! What a silly mistake to make.
@adsick_ua
@adsick_ua 3 жыл бұрын
@@johnjackson9767 also "has_been_updated" should be a boolean (according to it's name) so it's 1 byte and 8 bits
@totheknee
@totheknee 3 жыл бұрын
@@adsick_ua He's using 32-bit bool. Like the Casey Muratori style from Handmade Hero by the looks of the code....
@totheknee
@totheknee 3 жыл бұрын
@@johnjackson9767 Those are the best kinds of mistakes!
@johnjackson9767
@johnjackson9767 3 жыл бұрын
@@totheknee Yep, 32-bits for a bool so the structures are padded correctly.
@Xtremremix
@Xtremremix 4 жыл бұрын
Beautiful video!
@thefinn0tube_
@thefinn0tube_ 3 жыл бұрын
This is really awesome 👍 makes me want to try make my own! Great vid
@booseloose8992
@booseloose8992 4 жыл бұрын
I attempted this a while back. I can't believe I didn't try to travel to each cell along a path to handle velocity. I guess I thought it would be too taxing on my computer to run smoothly but, looking at your results, it seems to work well enough. Great video, I really enjoyed it!
@johnjackson9767
@johnjackson9767 4 жыл бұрын
If you're not careful, it can certainly hurt performance, so your concerns are valid! But I keep my searches bounded to about 4 cells along the path, so it doesn't get too out of hand. Of course, that's also with no other optimizations, such as keeping track of active/inactive cells or chunks.
@booseloose8992
@booseloose8992 4 жыл бұрын
John Jackson Cool, next time I try I will definitely keep that in mind!
@ivosaavedracastillo4287
@ivosaavedracastillo4287 3 жыл бұрын
Best 10 minutes spent on youtube ever. I would love for you to do a step by step tutorial of this in c++ or something !
@astroid-ws4py
@astroid-ws4py 3 жыл бұрын
Wow ! Cool technique, discovered your channel randomly !!
@b3nnym4n
@b3nnym4n 3 жыл бұрын
Really love it. Great youtube algorithm suggestion. Now I wanna try and see if I can learn myself.
@dahahaka
@dahahaka 3 жыл бұрын
Damn, just found this amazing video and subbed, i would love to see more of this stuff! From the thumbnail i thought we'd see some 3d noita like simulations, maybe that's an idea for a future video! Keep up the great work, the video was extremely enjoyable
@johnjackson9767
@johnjackson9767 3 жыл бұрын
Thanks for watching. I've played a bit with 3D sand simulations, but they have to be treated as voxel simulations which require some careful optimizations that I'm not doing here.
@nitricswight
@nitricswight 3 жыл бұрын
Super cool video! I can’t wait to try out some of this stuff myself. I’d be really interested to see how rigidbodies work using this method
@kelptalks4167
@kelptalks4167 3 жыл бұрын
I have been playing powder toy on and off for about 1 year just found this video, and was like wow this really looks similar to a mobile game I played. Loved the game and got the dlc.
@leyasep5919
@leyasep5919 2 жыл бұрын
3:00 I found this algo in a science magazine maybe 25 years ago and I've enjoyed playing with them a lot since then :-)
@curiouspers
@curiouspers 4 жыл бұрын
That's really cool, thanks, you got a new sub!
@arifkasim3241
@arifkasim3241 3 жыл бұрын
This is the exact effect I have been searching for since the last four weeks. Would you consider making a C platformer tutorial that has platforms crumbling to dust upon jump, rope physics, water effects, etc. I am sure a lot of beginners would appreciate it.
@TheVFXAssault
@TheVFXAssault 3 жыл бұрын
You made me remember powder, which was my childhood. Ive spent the whole today playing with it. Amazing little game.
@puppystalker3720
@puppystalker3720 3 жыл бұрын
this was awesome dude!
@cbrpnk
@cbrpnk 4 жыл бұрын
This is going to be a great series.
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Here's hoping! 😀
@charlesroper6179
@charlesroper6179 4 жыл бұрын
This is a great video. Your writing is clear and practical, and your visuals assist your script well, particularly when you enter more technical descriptions. I would love to see you use this approach to explore other rogue-likes (e.g. recreating a procedural generator for levels, like in Rogue or The Binding of Isaac), or other simulations (e.g. recreating Dwarf Fortress' simulation of climates). Thanks, John.
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Great suggestions, Charles. Thanks for the kind words and watching. Glad you got something out of it!
@matrixks666
@matrixks666 3 жыл бұрын
Great video, thanks for your work
@dkaloger5720
@dkaloger5720 3 жыл бұрын
Amazing great teaching style
@litlearner5041
@litlearner5041 3 жыл бұрын
Wow.... This is just What I was looking for!!!!! Thank u sir!
@Aaws424
@Aaws424 29 күн бұрын
This is very beautiful ❤ thanks
@ThomasSoria
@ThomasSoria 3 жыл бұрын
Great video! Instant sub
@ricopin
@ricopin 4 жыл бұрын
That's super interesting! I always wanted to do something with cellular automata, I think I gonna try what you gonna try.
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Give it a shot! It's a lot easier than you'd think.
@ezradelsman6743
@ezradelsman6743 4 жыл бұрын
Sandspeil is really fun
@CACTUS.mp4_
@CACTUS.mp4_ 3 жыл бұрын
really interesting stuff, idk how I even got here but glad I did
@SeanzieApples
@SeanzieApples 4 жыл бұрын
Impressive video!
@toastom
@toastom 3 жыл бұрын
This is so cool. I think I want to make something similar now but in Processing
@nenadbadjevic7228
@nenadbadjevic7228 3 жыл бұрын
Learned a lot from the video. Thank you
@dominiquecartier2359
@dominiquecartier2359 2 жыл бұрын
I purposefully put off watching this until completing my first computer graphics class- and boy was this worth the wait!
@cuak-cuack
@cuak-cuack 3 жыл бұрын
Amazing work!!! I will try myself
@snippletrap
@snippletrap 2 жыл бұрын
Could be an interesting building concept: sand castles that require different combinations of water and sand, different viscosities of mud. And can bake in the sun to grow rigid.
@David-hl9iv
@David-hl9iv 4 жыл бұрын
Thanks for the video. Very interesting.
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Thanks for watching!
@wormjuice7772
@wormjuice7772 3 жыл бұрын
Completely blown away!
@bluejumpsweater
@bluejumpsweater 3 жыл бұрын
Great video!
@B4IRUTUARU16
@B4IRUTUARU16 3 жыл бұрын
Found you through a recent game jam instant sub.
@CodeParticles
@CodeParticles 4 ай бұрын
@John Jackson, Ugh... thank you so much for this video. I say 'ugh' because I thought I was done with OpenGL and could finally move on to Vulkan but NooOoO i gotta go back to OpenGL just for this and then move on. In a way I'm going to be stuck on this mini project just to understand how this works but you gave me more insight to add another tool under my belt so to speak. Cheers~ 👏👏👍👍
@Povilaz
@Povilaz 3 жыл бұрын
Cool video, subscribed :)
@happycrank7458
@happycrank7458 4 жыл бұрын
This is so cool!
@rogerclarkonline
@rogerclarkonline 3 жыл бұрын
incredible video
@Demagogify
@Demagogify 3 жыл бұрын
Great stuff and instant sub from me. I shared your post with Reddit. You deserve more subscribers man!
@skaruts
@skaruts 4 жыл бұрын
A _"Sand Game"_ is a really nice way to put it. :) Thanks a lot for doing this. I've been really curious about Noita since I first heard about it.
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Thanks for watching! Hope I answered a few things for you and got you interested in some others as well, such as Cellular Automata, which is what all of this branches off from. I've put links in the description for more resources as well as a link "Powder Toy", which is one of the best "sand game"s I've ever messed around with.
@skaruts
@skaruts 4 жыл бұрын
@@johnjackson9767 It was a quite informatinve video. Now I have an idea how the different particles work. I think the only thing that remains is how to address performance. I've messed around with cellular automata a lot, and I realize the bigger the grid of cells and the more non-empty cells it contains, the more taxing it becomes. By the way, have you ever made any videos on Terraria/Starbound level of intricate water physics? I've messed around with this some time ago but had no success. They do a lot of things pretty well that I couldn't achieve, and I never found any resources about how to get there. Starbound especially, has quite more intricate water physics.
@johnjackson9767
@johnjackson9767 4 жыл бұрын
I have a rather long pinned comment up top which addresses some performance and memory concerns if you want to read through that. I haven't done videos on it, but my suspicion is that it uses some form of 'Smoothed Particle Hydrodynamics', SPH for short, or a combination of meta ball signed distance field rendering with a simple polygon mesh that moves its vertices with spring dampening and other ways to make the verts look 'wavy'. I'll add it to my list of possible topics, because the math is certainly interesting.
@skaruts
@skaruts 4 жыл бұрын
@@johnjackson9767 Oh, I totally overlooked the pinned comment! Thanks.
@finneganblack2038
@finneganblack2038 3 жыл бұрын
wowza thank you for making something i could be this intersted in
@OrbitalLizardStudios
@OrbitalLizardStudios 3 жыл бұрын
wow this is a super insightful video, if only youtube's bitrate wasn't crap
@mali9876
@mali9876 4 жыл бұрын
Good job. Well done
@ThuCommix
@ThuCommix 4 жыл бұрын
Awesome stuff!
@johnjackson9767
@johnjackson9767 4 жыл бұрын
Appreciate it! Thanks for watching.
@david21686
@david21686 3 жыл бұрын
Christ, I can feel my CPU burning up just thinking about this simulation.
@its_ya_guy_the_big_bak_guai
@its_ya_guy_the_big_bak_guai 3 жыл бұрын
great use case for a compute shader
@odomobo
@odomobo 3 жыл бұрын
@@its_ya_guy_the_big_bak_guai I've thought about this before, but I don't know how you'd resolve neighbor pixel conflicts with a compute shader. The algorithm he described is very iterative.
@its_ya_guy_the_big_bak_guai
@its_ya_guy_the_big_bak_guai 3 жыл бұрын
@@odomobo that's a great point, I don't know either. You might be able to dynamically partition an affected area into blocks and assign a thread/group of threads to each block, but that would be a problem since the more areas are affected, the more threads would be required. I feel like assigning a thread to each pixel would be overkill
@varunvarma8769
@varunvarma8769 2 жыл бұрын
@@odomobo Yeah Noita is computed on the CPU with a lot of chunking optimizations
@RobertKreegier
@RobertKreegier 3 жыл бұрын
I remember making demos like this back in the Mode 13H days. Some effects, like blur, are done somewhat opposite from what's explained in this video. For every pixel, you set the color to the average of the eight neighbors. Fire can be implemented by setting every pixel to the average of the three lower neighbors, giving the effect of color moving up the screen. Averages tended toward the dominant color (usually black). This was done with a pre-set color palette, though. The rules were simple enough to implement with some inline asm, and very fast.
@SaltJackalope
@SaltJackalope 3 жыл бұрын
Wow, this is awesome
@Carlos-kh5qu
@Carlos-kh5qu 3 жыл бұрын
it's beautiful i looked at this for five hours now
@dusanrenat5567
@dusanrenat5567 3 жыл бұрын
Great video! I would like you to also talk about the performance of this simulation. The rules for the elements are simple, but doing this for every single one just has to be a huge consideration.
@NaumRusomarov
@NaumRusomarov 3 жыл бұрын
for noita the game world that's actually simulated isn't really that huge, so you can run it even on fairly weak processors.
@kebabulon
@kebabulon 3 жыл бұрын
Very Epic Video!
@xeptionxeption7455
@xeptionxeption7455 3 жыл бұрын
Nice work :)
@G0RSHK0V
@G0RSHK0V 8 ай бұрын
Noita also have ridgid body physics, which is impressive. Even more impressive is the fact that early versions of Noita had surface tension for liquid, so, for example, water in icy biomes formed icicles. And on top of that, Noita uses multiple cores to calculate physics
@johnjackson9767
@johnjackson9767 8 ай бұрын
Absolutely, it's a fantastic showcase of novel solutions to complex problems.
@GanerRL
@GanerRL 3 жыл бұрын
what happens when two particles want to move in the same place? this is something i've always had problems with when creating simulations like this, as top leftness always gets preference
@johnjackson9767
@johnjackson9767 3 жыл бұрын
The first will get preference. I alternate updating left or right sides first each frame to keep this from being too noticable.
@GeneralPet
@GeneralPet 3 жыл бұрын
@@johnjackson9767 Can you just randomise where the particle will go? Generate some integer to represent where the particle moves to
@johnjackson9767
@johnjackson9767 3 жыл бұрын
@@GeneralPet Sure, you could use whatever rules you'd like. A lot of this is tweaking and adjusting parameters until you get something pleasant looking.
@jamesmathai1138
@jamesmathai1138 2 жыл бұрын
What I do (if I can afford the performance drop), is pick a random site to update. Repeat it several times and you get something that feels “fairer.”
@115felman115
@115felman115 2 жыл бұрын
@@jamesmathai1138 In order to do this efficiently you would iterate in a shuffled version your array. This is something that can be used in particle or verlet physics in general
@yana_2_6_0
@yana_2_6_0 3 жыл бұрын
Very well done
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