Java falling sand game
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This would be too much to synchronize with basic online implementations. However, With recent improvements in streaming online multiplayer should be possible through Steam Remote Play or Parsec.
Integrating Box2D with a falling sand simulation presents unique technical challenges. The Noita developers have gone into some detail in their video Exploring the Tech and Design of Noita. Skip to content. Star Branches Tags. The combinations are endless! I know that there are probably some older versions of it, but this is from the fallingsandgame.
If you've played any sand game, this game is a no brainer. X Falling Sand takes from previous sand games, and adds modernized features, such as a Combo Box, and even gives you the option to have an infinite flow of "???
Who doesn't want that glitch happening over and over and over and over and over and o- you get the jist. Fully customisable streams and an interesting slug what? How can lines of pixles going down the screen seem fun you say? I don't know, but it sure is! The best part? No bugs! This package comes with three versions, the small version, the regular version, and the maximised version Why did I create three?
I could and I was bored. When you hear "Falling Sand Game" on youtube, chances are, they are about to play this one. This was the first version to really add something new to the Falling Sand Genre, including a Snig Why does the name keep changing?
Also, don't worry! The game isn't THAT small, infact, there is two versions, this tiny one, and a massive one which wouldn't have fit onto the webpage! He also made the bigger one use applet parameters, and lets just say that Java Applet parameters and Java Application do not mix well.
The memory writes by the CA must also be synchronized with the VGA control structure so that the frame currently being drawn to the screen is not updated in mid-frame. Because the CA and VGA iterate over the rows of pixels in opposite directions, there would be no way to guarantee this timing if they accessed the same memory region unless the CA updated the screen during the time when the VGA is not requesting visible row data.
In total, the CA would have This limit is too low to update the entire screen, which contains pixels. Therefore, I split memory into a low half and high half and use each half to store either the previous frame, which is being read by the VGA controller and drawn to the screen, or the next frame, which is being calculated in parallel with the drawing process.
The two regions of memory alternate each frame, so that the VGA controller will only read from a region of memory after it has been entirely updated by the CA state machine during the previous frame. Using SRAM is then the only viable option, allowing up to four bits of state per pixel, whereas the M4K blocks would not be able to fit even one bit per pixel. This limits each pixel state to sixteen possible values, and in order to implement as many of the pixel types found in the Pyro Sand Game as possible, I chose to omit allocating any states to velocity information.
Most pixel types from the Pyro Sand Game were implemented, with the ironic exception of the ones that merit the title "Pyro" which is why this project itself is merely titled "Falling Sand Game". That is, the nitro, napalm, gunpowder, and C-4 types were not implemented. These particle types would have been difficult to implement anyways, because when they react with fire, they have an area of impact that is outside the 3 by 3 neighborhood used to calculate the next state of a pixel.
It would have been possible to model their behavior using many states that correspond to a diminishing radius effect, but it would have been costly given the limited number of total states. Also omitted was the well type, which I found uninteresting because of its similarities to the spout type but without the benefit of plant interactions, as discussed below. The sixteen pixel types that were implemented are listed in the following table. The high-level logical structure of the design can be inferred from the above description and Figure 3 in the Hardware Design section, showing the important hardware modules.
While the VGA controller requests pixel data of the previous frame from the top of the screen down, a CA state machine also reads the previous frame from the bottom of the screen up and derives the next frame. Because the user must be aware of where the cursor is, and because the animation is drawn over the standard screen, the system may select to retrieve the VGA pixel request's value from either a screen frame stored in SRAM, a static purple color to indicate the cursor, or from a special memory structure that stores pictures of the animation.
In order to match the high demand rate of one screen iteration per 60Hz frame, the CA state machine must be implemented in hardware to control cycle-by-cycle memory management. It would require a faster processor that could perform more work between frames. Because the VGA and CA controllers are the largest portion of this project, and the remaining modules are small state machines, the rest of the system is implemented in hardware.
The rest of the design was implemented as hardward downloaded to the FPGA. All Verilog code can be found in Appendix C. Figure 3 shows the skeleton structure of the hardware design. The entire system is clocked at Therefore, I define a "phase" as 8 clock cycles and synchronize system behavior during each phase. However, each of the four pixels requires the states of its eight neighbors to determine its next state and may modify the states of those neighbors through their interactions for example, sand falling in water actually swaps the higher sand particle with the lower water particle.
The scheme that is used is depicted in Figure 4. The black grid represents an example 24 by 6 pixel screen, separated into a matrix of 6 by 6 4-pixel blocks. The center blue-outline block corresponds to the block whose four pixels are the primary ones being evaluated during this phase, and the other blue-outline blocks are those in which at least one of the primary pixels has a neighboring pixel that is required in the state update logic.
In Figure 4, the shaded black-outline boxes regardless of shading color are the ones whose pixel values are currently stored in those three RAM blocks. At the beginning of a new frame calculation, the block of primary interest is set two blocks down and right off-screen.
Then that block iterates across the screen from bottom to top, scanning each even row from left and right and each odd row from right to left.
Blocks that are shaded yellow are those that have been loaded from SRAM to RAM but have not been processed, blocks that are shaded blue are those that have already been updated as the block of primary interest, and blocks that are shaded red are those in RAM that have already been written back to SRAM after modification. Once the block of primary interest reaches two blocks up and left off-screen, the iteration is done for that frame.
It can be seen that with this scheme, all calculations for the block of primary interest involve blocks in RAM that have already been loaded from SRAM, writebacks occur after all possible modification of the corresponding blocks, and by the end of the iteration, all blocks have been loaded, modified, and written back. The problem with the RAM storage of the three rows is that to update the state of any one pixel requires the simultaneous read of all nine pixels within the immediate 3 by 3 vicinity, which may require simultaneous reads of up to 6 blocks from those rows two per row, at the horizontal boundaries between blocks.
During each phase, in cycle 2, the three forward-most blue-outline blocks relative to their direction of movement, either left or right are written from RAM to the Temp Region, and the other six blue-outline blocks were already in the TempRegion the previous phase, so they are merely shifted over. Finally, in cycle 7, the three back-most blue-outline blocks are written from the Temp Region to RAM. In summary, Figure 5 shows the precise per-cycle flow of important data during each phase.
Black boxes represent calculations or events that occur within that cycle or upon the next clock tick. Red lines show dependencies in time. It can be seen in Figure 4 that sometimes the block of primary interest is updated based on the values in blocks that are already shaded blue, meaning that they have already been modified during this frame.
As was mentioned in the High Level Design section, this strategy allows for proper falling and shifting behavior. However, there are other particle behaviors that require the unmodified states from the previous frame, such as the growth of plant particles into water, which should only happen at a rate of one pixel per frame. In order of precedence, the following checks occurs. First, if the user issued a reset command, all pixels become the current particle type of the user's cursor.
Second, if the user is currently drawing with the cursor over the pixel whose state is being calculated, that pixel is drawn. Third, if the system is paused, the particles stay still. Fourth, if the particle is directly beneath a faucet, the faucet will pour its corresponding particle type into the pixel.
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