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sandengine's Introduction

Sandengine - a falling sand simulation engine written in GLSL and Rust

A rewrite to wgpu is currently in progress.

A note on compatibility

Even though the fragment and vertex shader use OpenGL version 1.4, the compute shaders which run the simulation requires OpenGL 4.3 (version from 2012, where compute shaders were introduced).

Todo

  • Add RAND value accessible for rules
  • Add custom Storage fields (maybe transform the cell data texture into a texture array)
    • Can be used for lifetime, remaining grow height of plants etc.
  • Add particle systems (maybe separate compute shader to run in parallel to the falling sand sim?)
  • Improve pixel lighting
    • respect the canvas size/ look similar even on multiple canvas sizes
    • be customizable
    • maybe remove flood fill in favor of more static lighting? Or improve flood fill
  • include preview GIFs in README.md
  • provide more example materials in data.yaml
  • continue to improve physics branch an merge with main branch
  • add some sort of "Modification" System like explosions, cell placements (drawing)
  • add more diverse material shading options, modify noise based on Material or provide lookup textures for color
  • explore methods of 3x3 Margolus neighborhood
  • provide builds (win, mac, linux x86/ arm)
  • performance optimizations (profiling, work group size, dispatch size etc.)

Usability

Improve how Materials are defined

Add physics

  • wrapped2D (Box2D) on the CPU simulates bodies

  • each Cell stores its position relative one body

  • only static, non moving materials can be part of a rigidbody

  • after the CPU physics step, the transforms of all rigidbodies are transferred to the GPU using a uniform array

  • have 2 more uniform arrays for "new" and "queued for deletion" bodies

  • the cell checks if its part of a body that is queued for deletion and if so, sets itself to empty

  • all other cells check the "queued for deletion" list to see if a body is being deleted, that has a lower idx in the list of bodies and depending on how many bodies that affects, subtract its own body index ("2 bodies before my body are getting deleted? my_body_idx -= 2)

  • maybe have a struct RBContructor to describe the texture (so that a cell can set itself to the material on the texture if it is inside that rbs texture), pos, rot of the new rb

vec2 rotatePoint(vec2 pt, float rot) {
  return mat4(cos(rot), sin(rot), -sin(rot), cos(rot)) * pt;
}

vec2 rotatePoint(vec2 pt, float rot, vec2 origin) {
  return rotatePoint(pt - origin, rot) + origin;
}

vec2 new_pos = rotatePoint(self.pos, bodies[my_body_idx].rotation, bodies[my_body_idx].position);

Add sounds

  • ???

Improve lighting

Add UI-system

  • egui vs. imgui

Add Sprite System

  • Convert sprites into SimMaterial

World loading/ unloading

  • Using chunks, save all relevant textures

YAML File Syntax

Global scope

In general, most global scope things should be named in all uppercase so that you can recognize it and avoid confusion.

Cells

  • SELF - The current cell
  • DOWN - The cell below
  • RIGHT - The cell to the right
  • (LEFT - The cell to the left; automatically causes the rule to be assymetric (mirrored: false))
  • DOWNRIGHT - The cell down and to the right

Keywords

  • WIP: is - Checks if something is an instance of a type or material (typeof)
  • <, >, ==, !=, &&/ and, ||/ or, not - Logical Operators

Functions

  • SWAP <Cell 1> <Cell 2> - Swaps both cells
    • Example: SWAP SELF DOWN
  • SET <Cell> <Material> - Replaces the Cell with a new cell of that material
    • Example: SET SELF stone (assuming there is a stone material)
  • isType_<your type>(<Cell>) - For each type defined in types there will be a checker function that returns true if the argument (for example SELF) is that type. This accounts for inheritance, meaning if the type plant inherits the type organism (via inherits: organism) then isType_organism(<some plant cell>) will be true

Materials and Types

  • (TYPE_)EMPTY - The air/ empty material/ type for a cell
  • (TYPE_)NULL - The material/ type that is returned if its nothing else is
  • (TYPE_)WALL - The material/ type just outside the screen

Both WALL and NULL can not be swapped with another cell.

Defining rules

Rules will be processed in the order that they are defined.

IMPORTANT: Concept of mirrored rules

This simulation uses the margolus neighbourhood, meaning each cell can only freely access groups of 2x2 pixels. That means that "normally" you would only have access to the own pixel, right, down and downright pixel. In order to not limit the user too strictly, after each frame the offset is shifted so that when you write RIGHT in a if or do, then you can assume that it will be either the left (LEFT) or right (RIGHT) cell depending on the frame. The same applies for DOWNRIGHT: It is either the cell down-right from the current cell or the cell down-left depending on the frame.

This is what is called mirroring in the YAML syntax and which can be turned off using the mirrored: false attribute.

Doing this will cause the parser to look for either access of LEFT or RIGHT, turning it into a rule that will be only be run for one of the two options.

Syntax

The following lists all possible attributes of a rule, with the values being the default values:

# Collection of all rules, this field name cannot be changed and
# will throw an error if non-existent
rules:
    # Name of the rule
    rulename:
        # Condition that needs to be true in order for the do action to run
        if: <condition>
        # Action that will be run when the if condition is true
        do: <some action>
        # Alternative do syntax (for multiple actions):
        # do:
        #     - <action 1>
        #     - <action 2>
        #     - ...
        # OPTIONAL: Only if a random value from 0-1 is smaller than this value
        # the rule will be run
        probability: 1.0

        # OPTIONAL: Provides an alternative path for when the if condition is false
        else:
            # OPTIONAL: The if here can be left out to always execute the do action
            if: <condition>
            do: <action>
            # OPTIONAL: Same as the other chance
            chance: 1.0

        
        # OPTIONAL: Whether the rule should be mirrored to the left
        # see "Concept of mirrored rules"
        mirrored: true
        # OPTIONAL: The parser will detect on which type or material the rule was used and
        # will only allow that specific type/ material to run the rule (if SELF is that mat/ type)
        # Note, that if there is no precondition, the use of 'isType_<type>' is often neccesary
        precondition: true

Examples

rules:
    gravity:
        if: SELF.mat.density > DOWN.mat.density
        do: swap(SELF, DOWN)
rules:
    grow:
        # check if there is a plant cell below us.
        # Could also check for a specific material for example
        # DOWN.mat == vine
        if: isType_empty(SELF) and isType_plant(DOWN)
        do: set SELF vine # vine is a material

Defining types

Types are just a collection of rules, coupled with inheritance.

# Collection of all types, this field name cannot be changed and
# will throw an error if non-existent
types:
    # Name of the type
    typename:
        # OPTIONAL: Type of which to inherit all base_rules
        inherits: <some type>
        # OPTIONAL: List of rules that will be applied to all materials of that type
        # Can be left out if empty
        base_rules: []

Examples

types:
    organism:
        base_rules: [
            grow
        ]
    plant:
        inherits: organism
        # Note there are no base_rules here
types:
    solid:
    movable_solid:
        base_rules: [
            gravity,
            slide_diagonally
        ]
rules:
  fall_slide:
    if: DOWN.mat.density < SELF.mat.density
    do:
      - SWAP SELF DOWN
    else:
      if: RIGHT.mat.density < SELF.mat.density and DOWNRIGHT.mat.density < SELF.mat.density
      do: SWAP SELF DOWNRIGHT
    mirrored: true
  rise_up:
    if: isType_gas(DOWN) and not isType_solid(SELF) and DOWN.mat.density < SELF.mat.density
    do: SWAP DOWN SELF
    else:
      if: isType_gas(DOWN) and not isType_solid(RIGHT) and DOWN.mat.density < RIGHT.mat.density
      do: SWAP DOWN RIGHT
    precondition: false

Defining materials

# Collection of all materials, this field name cannot be changed and
# will throw an error if non-existent
materials:
    # Name of the material
    materialname:
        # The color of the material, valid options for defining it are:
        # color: [255, 0, 255, 255]
        # color: [255, 0, 255] # Note, only 3 values with assume alpha is 1
        # color: [1.0, 0, 255, 0.3] # Example of mixed types
        color: [1.0, 0.0, 1.0, 1.0]
        # OPTIONAL: How much light the material should emit
        # See the color attribute for possible ways of defining the value
        emission: [0.0, 0.0, 0.0, 0.0]
        # By specifying a type, this material inherits all rules of the base type
        type: <type>
        # OPTIONAL: Whether the material can be selectable with NUM_0-9 or the UI
        selectable: true
        # Density of the material, used for swapping and vertical ordering of materials
        density: 2.2
        # OPTIONAL: Add some rules here which are unique to this material
        # and cannot be added to the type
        extra_rules: [
            somerule
        ]

Examples

materials:
  sand:
    type: movable_solid
    color: [1.0, 1.0, 0]
    density: 1.5
  
  rock:
    type: solid
    color: [0.2, 0.2, 0.2]
    density: 4.0

  water:
    type: liquid
    color: [0.0, 0.0, 1.0, 0.5]
    density: 1.5

  radioactive:
    type: solid
    color: [0.196, 0.55, 0.184]
    emission: [0.05, 0.7, 0.05, 0.9]
    density: 5.0

Project structure

This binary crate is a collection of library crates related to the sandengine.

sandengine-core

Responsible for:

  • Running the compute shader which simulates everything
  • Rendering the simulation
  • (CURRENTLY NOT WORKING) Rendering the UI

sandengine-lang

Responsible for:

  • Reading in the YAML File, defining rules, types and materials
  • Parsing that input and producing Rust structs, holding the information included in the the YAML File
  • Converting those structs into valid GLSL code (located under shaders/compute/gen)

data folder

Holds textures, assets and the YAML File.

sandengine's People

Contributors

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