Also note the impossible situations, like unequalized water levels.
Note the close connection with the game of Life. Those of you that are so inclined should be able to see the simple algorithm. I think it takes away from the mysticism of the game. Originally, I didn’t want to make this Open Source. I have implemented many, many more interactions and elements than the original version. So I’ve make a version with my own rules, and the ability to write your own mods with whatever elements you create. Finally, I recognize the close connection of The Sand Game with the game of Life: Whereby, with a few very simple rules, and some starting conditions, you can create a very unpredictable outcome. I also believe that the game should be as cyclic as possible, so that environments can run and evolve for long periods of time.
I tend to feel that The Falling Sand Game should be more of a Zen experience than anything else. That’s why I called it “wxSand”, although a lot of people call it “Owen Piette’s Falling Sand Game”. No source was available for the original, and Java isn’t my choice programming language, that I decided to start de novo with C/C++ and the cross-platform wxWidgets. Having wasted hours of productivity on the Java verison of the Falling Sand Game, I began to think of improvements that could be made from the original.
THE FALLING SAND GAME 4 HOW TO
I only wish I could read Japanese… Here’s a link to the original, or at least as close to the original as I can find (Again, without knowing how to read Japanese.) – Use less than 100% CPU on limited FPS mode.įirst of all, mad props go out to the original creator of this game. – Save/load/modify/add elements and physics