What changed
1 fix0 additions0 changes0 removals
fixedThis update adds oil and natural gas. I think you guys will really enjoy them :) I also fixed ants so they will burrow in dirt, but mostly only multiply in Plant. Finally, I fixed the zooming issue. The tricky part I have with adding new blocks is that since everything is done in a compute shader, the more blocks I add, the more logic needs to be done per step, and this can result in lower performance. This update's performance should still be comparable to before, but it's been tricky navigating this tradeoff, that's what's taken me some time. The main goal I had with a 3D falling sand game is I wanted to be able to make "pipes" and "rivers" and such where you can have water that will actually flow down them. I also wanted the amount of water to be preserved. I decided to not implement any kind of pressure mechanic, which allowed me to have simple local rules, using a sort of "turbulence" system (I could expand more on how this works if people are interested). Some people have asked me why I don't just run VR Sand on the CPU instead of on the GPU. The reason is because that would lead to things getting slower when people completely fill up the box, and I find that players really enjoy doing that. I don't want players to have to worry about lag, because in VR that lag can make them sick. Anyway, I have some ideas for a big overhaul of the physics system that I've been tinkering with for some time now. It won't actually change anything from your perspective, but it should make things run much quicker. It's in the works, stay tuned! Edit: I just pushed another update that should address performance issues in this update if you are having any
VR Sand changes
fixedThis update adds oil and natural gas. I think you guys will really enjoy them :) I also fixed ants so they will burrow in dirt, but mostly only multiply in Plant. Finally, I fixed the zooming issue. The tricky part I have with adding new blocks is that since everything is done in a compute shader, the more blocks I add, the more logic needs to be done per step, and this can result in lower performance. This update's performance should still be comparable to before, but it's been tricky navigating this tradeoff, that's what's taken me some time. The main goal I had with a 3D falling sand game is I wanted to be able to make "pipes" and "rivers" and such where you can have water that will actually flow down them. I also wanted the amount of water to be preserved. I decided to not implement any kind of pressure mechanic, which allowed me to have simple local rules, using a sort of "turbulence" system (I could expand more on how this works if people are interested). Some people have asked me why I don't just run VR Sand on the CPU instead of on the GPU. The reason is because that would lead to things getting slower when people completely fill up the box, and I find that players really enjoy doing that. I don't want players to have to worry about lag, because in VR that lag can make them sick. Anyway, I have some ideas for a big overhaul of the physics system that I've been tinkering with for some time now. It won't actually change anything from your perspective, but it should make things run much quicker. It's in the works, stay tuned! Edit: I just pushed another update that should address performance issues in this update if you are having any
This update adds oil and natural gas. I think you guys will really enjoy them :) I also fixed ants so they will burrow in dirt, but mostly only multiply in Plant. Finally, I fixed the zooming issue. The tricky part I have with adding new blocks is that since everything is done in a compute shader, the more blocks I add, the more logic needs to be done per step, and this can result in lower performance. This update's performance should still be comparable to before, but it's been tricky navigating this tradeoff, that's what's taken me some time. The main goal I had with a 3D falling sand game is I wanted to be able to make "pipes" and "rivers" and such where you can have water that will actually flow down them. I also wanted the amount of water to be preserved. I decided to not implement any kind of pressure mechanic, which allowed me to have simple local rules, using a sort of "turbulence" system (I could expand more on how this works if people are interested). Some people have asked me why I don't just run VR Sand on the CPU instead of on the GPU. The reason is because that would lead to things getting slower when people completely fill up the box, and I find that players really enjoy doing that. I don't want players to have to worry about lag, because in VR that lag can make them sick. Anyway, I have some ideas for a big overhaul of the physics system that I've been tinkering with for some time now. It won't actually change anything from your perspective, but it should make things run much quicker. It's in the works, stay tuned! Edit: I just pushed another update that should address performance issues in this update if you are having any