Skip to content

Commit b3e67fe

Browse files
authored
N36: Sand Fall With Compute Shaders in Rust (#1116)
1 parent d2e3353 commit b3e67fe

File tree

2 files changed

+23
-0
lines changed

2 files changed

+23
-0
lines changed

content/news/036/draw_sand.gif

1.41 MB
Loading

content/news/036/index.md

Lines changed: 23 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -247,6 +247,29 @@ and to talk to the devs personally.
247247

248248
## Learning Material Updates
249249

250+
### [Sand Fall With Compute Shaders in Rust]
251+
252+
![sandfall_8k](./draw_sand.gif)
253+
_Drawing Sand_
254+
255+
[@hakolao](https://github.com/hakolao) published a
256+
[tutorial](https://www.okkohakola.com/posts/sandfall_tutorial/) about creating
257+
[cellular automata](https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life)
258+
sand fall simulations with compute shaders.
259+
260+
Typically, cellular automata sand fall is done with the CPU due to the two way
261+
relationship between the cells on a grid. This article shows a way to tackle
262+
sand fall creation using compute shaders to achieve massive parallelism.
263+
264+
Additional to compute shaders, this tutorial is a great introduction to the
265+
[Vulkano](https://github.com/vulkano-rs/vulkano) library. It also works as a
266+
good base for learning how to create simple graphics pipelines. You will also
267+
get to use Bevy and Egui.
268+
269+
Discussion: [/r/rust_gamedev](https://www.reddit.com/r/rust_gamedev/comments/vmynrq/sand_fall_with_compute_shaders_in_rust/)
270+
271+
[sand fall with compute shaders in rust]: https://www.okkohakola.com/posts/sandfall_tutorial/
272+
250273
### Pathfinding in Rust
251274

252275
![Example of the results of doing an A* search from a start node to a goal node](astar-search.png)

0 commit comments

Comments
 (0)