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Re:Noita – roguelite where every pixel is simulated by zubspace on Monday September 07, 2020 @03:18AM (#24397302)
Very interesting talk. My favorite takeaways:

1) The basic physics of sand, water and gases is quite simple. I was impressed by the fact, that he implemented most of it in Q-Basic way back. Thinking about this a bit more, Q-Basic looks like the perfect environment to play around with such pixel simulations, albeit a bit slow I guess.

2) The hard part is mixing rigidbody simulation and pixel simulation. Also updating the world using multiple threads.

3) Procedural world generation uses something called Herringbone Wang Tiles [1]. It reduces visible seams and the algorithm itself does not look too complicated.

[1] https://nothings.org/gamedev/herringbone/herringbone_tiles.h...

Re:Noita – roguelite where every pixel is simulated by Kiro on Monday September 07, 2020 @03:48AM (#24397463)
Regarding 2 I would really like to know more about how you can implement rigid bodies in a full pixel simulation. Anyone has any pointers?
Re:Noita – roguelite where every pixel is simulated by mas3god on Tuesday September 08, 2020 @03:44PM (#24412230)
Frankenstein your pixel sim with am existing rigid body sim