diff --git a/content/news/036/draw_sand.gif b/content/news/036/draw_sand.gif new file mode 100644 index 000000000..69466fca8 Binary files /dev/null and b/content/news/036/draw_sand.gif differ diff --git a/content/news/036/index.md b/content/news/036/index.md index e2097068a..46a27d932 100644 --- a/content/news/036/index.md +++ b/content/news/036/index.md @@ -247,6 +247,29 @@ and to talk to the devs personally. ## Learning Material Updates +### [Sand Fall With Compute Shaders in Rust] + +![sandfall_8k](./draw_sand.gif) +_Drawing Sand_ + +[@hakolao](https://github.com/hakolao) published a +[tutorial](https://www.okkohakola.com/posts/sandfall_tutorial/) about creating +[cellular automata](https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life) +sand fall simulations with compute shaders. + +Typically, cellular automata sand fall is done with the CPU due to the two way +relationship between the cells on a grid. This article shows a way to tackle +sand fall creation using compute shaders to achieve massive parallelism. + +Additional to compute shaders, this tutorial is a great introduction to the +[Vulkano](https://github.com/vulkano-rs/vulkano) library. It also works as a +good base for learning how to create simple graphics pipelines. You will also +get to use Bevy and Egui. + +Discussion: [/r/rust_gamedev](https://www.reddit.com/r/rust_gamedev/comments/vmynrq/sand_fall_with_compute_shaders_in_rust/) + +[sand fall with compute shaders in rust]: https://www.okkohakola.com/posts/sandfall_tutorial/ + ### Pathfinding in Rust ![Example of the results of doing an A* search from a start node to a goal node](astar-search.png)