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one easy way to make a simulation of falling sand piling up- just define what happens for all 16 possible 2x2 grids, and repeatedly apply these rules to the picture

1,047,800 Aufrufe • vor 2 Jahren •via X (Twitter)

10 Kommentare

Profilbild von Matt Henderson
Matt Hendersonvor 2 Jahren

this is a 2d cellular automaton, and I made the animation with @WolframResearch Mathematica

Profilbild von Matt Henderson
Matt Hendersonvor 2 Jahren

this is an improvement on a previous post I took down- thanks @paulgb for the idea to include rules that make the sand spread and take advantage of the full 2x2 pattern size

Profilbild von Prathyush
Prathyushvor 2 Jahren

There is an amazing environment by @Todepond on it: which was inspired by @maxbittker’s Sandspiel:

Profilbild von diego rodriguez
diego rodriguezvor 2 Jahren

i rejoice in the “just put lotta if-else statements” vibe of this tweet

Profilbild von swooning moonboi
swooning moonboivor 2 Jahren

the 2x2 groups overlap.. how are they actually evaluated?

Profilbild von Sacrificial Pancakes
Sacrificial Pancakesvor 2 Jahren

kinda like what shaders do. break down the scene to a set of rules per-pixel and then applying those rules in parallel

Profilbild von Dugan
Duganvor 2 Jahren

The number of yellow squares (grains of sand) is not conserved. A grain stacked on top of another grain will fall to both sides if available. this three column setup: _+_ _+_ turns into: _ _ _ +++ and the grain on top gets doubled to either side of the grain on bottom.

Profilbild von Matt Henderson
Matt Hendersonvor 2 Jahren

Depends how you implement applying the rules

Profilbild von psychogenic
psychogenicvor 2 Jahren

Pretty neat! Leads to some impossibly tall columns, wonder what an easy way would be to introduce settling/cascades... maybe randomized horizontal swaps ("it was the wind!1!")?

Profilbild von Matt Henderson
Matt Hendersonvor 2 Jahren

There is a rule that makes tall columns crumble

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