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## Learning Material Updates
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+ ### [ Sand Fall With Compute Shaders in Rust]
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+ ![ sandfall_8k] ( ./draw_sand.gif )
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+ _ Drawing Sand_
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+ [ @hakolao ] ( https://github.com/hakolao ) published a
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+ [ tutorial] ( https://www.okkohakola.com/posts/sandfall_tutorial/ ) about creating
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+ [ cellular automata] ( https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life )
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+ sand fall simulations with compute shaders.
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+ Typically, cellular automata sand fall is done with the CPU due to the two way
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+ relationship between the cells on a grid. This article shows a way to tackle
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+ sand fall creation using compute shaders to achieve massive parallelism.
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+ Additional to compute shaders, this tutorial is a great introduction to the
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+ [ Vulkano] ( https://github.com/vulkano-rs/vulkano ) library. It also works as a
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+ good base for learning how to create simple graphics pipelines. You will also
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+ get to use Bevy and Egui.
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+ Discussion: [ /r/rust_gamedev] ( https://www.reddit.com/r/rust_gamedev/comments/vmynrq/sand_fall_with_compute_shaders_in_rust/ )
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+ [ sand fall with compute shaders in rust ] : https://www.okkohakola.com/posts/sandfall_tutorial/
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### Pathfinding in Rust
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![ Example of the results of doing an A* search from a start node to a goal node] ( astar-search.png )
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