Hi evvvveryone,
I am trying to do something similar to this in vvvv.
My idea first was to use a combination of :
a dynamic particle/physic system (Box2d or others)
a buffered texture
The idea would be
to Destroy the particle from the CPU particle Spread as soon as it doesn’t move.
The graphic of the particle would be added to a Buffered texture just before being deleted.
That way, you can have a trace of the stacked particles without having to consider them in the CPU anymore…
Does that make sense ?
If you have any idea or hints, please let me know.
I’ll post some tests asap :)
that sounds just about right, but how do the new particles collide with the ones already there if the physics engine does not know them anymore? you should keep the top layer somehow…
milo
July 28, 2012, 1:01pm
3
he phillipe,
i guess the demo is based on a cellular automata. i found a sourcecode for you.
i think you can do this all inside a plugin which just outputs a texture…
would be nice to see your progress…best,
m.
milo
July 28, 2012, 1:08pm
4
and some more link i found:
http://www.eeweb.com/project/skyler_schneider/falling-sand-game
Have you ever wondered how all those "falling sand" games work under the hood? If so, read on. Today I will discuss one of the possible ways how you could implement the "falling" part of the game - sand particles falling under the effects of gravity,...
http://chir.ag/stuff/sand/
i think it could also be done with a kind of texture feedback loops.