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Falling Sand Demo

I saw this GDC talk by one of the Noita devs. Early on he explains the algorithm used to simulate falling particles and it was so simple that I decided to give it a try in Monogame.

Since the sand grains are the size of pixels I apply scaling using a separate render target, see this StackOverflow post for more details.

I want this project to be a playground for learning new things in Monogame. You can open this project in VS Code and launch it as a .NET Core project or build it on the command line using dotnet publish -c Release -r win-x64 /p:PublishReadyToRun=false /p:TieredCompilation=false --self-contained, from the Monogame docs.

Things to try:

  • Try adjusting size_x and size_y to change the scaling. Smaller numbers will result in larger pixels but a smaller number of available sand grains.
  • Try changing the speed the game runs at by changing TargetElapsedTime. A smaller time per frame should result in faster runtime.
  • Try changing the color of the sand from Colors.SandyBrown to something else.

This code is CC0, public domain.

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Falling sand simulation for Monogame.

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