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A lightweight sandbox sim written in Rust.

Home Page: https://stakecubecoin.net/wasm-sandbox/

License: MIT License

Rust 100.00%
rust game macroquad rust-lang sandbox sandbox-game wasm

rusty-sandbox's Introduction


๐ŸŒฟ INFJ-T

A British developer dedicated to full-time FOSS work in critical cryptographic applications, privacy tech, games, engines and other fun tech bits.

PGP Block


Portfolio

โ›“ Blockchain & Cryptocurrency โ›“

My PIVX Wallet (JS) - Secure, private & non-custodial wallet for PIVX. - Web Client
Node Bitcoin Miner (JS) - Functional, hackable & educational multi-threaded Bitcoin miner.
Bitcoin RPC (JS) - A reliable, dependency-free Bitcoin RPC interface. - NPM
Checkpoint-rs (RS) - A simple Bitcoin-based blockchain checkpointing program.
ZENZO Forge (JS) - A high-perf parallelised L2 designed for on-chain games.
Concord (JS) - A blockchain implementation inspired by Naivecoin.


๐ŸŽฎ Games & Game Engines ๐ŸŽฎ

Rusty Sandbox (Rust) - A lightweight & customisable 2D Sandbox Engine. - Play
Voxel Engine (JS) - A modular 3D Voxel Engine with fluids and world-gen. - Play


โœจ Miscellaneous โœจ

Wallpape.rs (Rust) - A simple, tiny GUI Wallpaper manager for Linux DEs.

rusty-sandbox's People

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rusty-sandbox's Issues

Occasional crashes when resizing window

The sandbox is intended to scale 'on-demand' to how the user shapes their window: adding X/Y coords when the screen exceeds the world space, however, when particles sometimes spill into 'newly-generated' screen space, there can be out-of-bounds panics.

Likely an issue with the on-demand screen space generation, and likely very easy to fix. (when I'm not dead sleepy). ๐Ÿ’ค

Engine loop scales worse than expected

The engine loop (consisting of both Physics and Rendering) is a fair bit slower than I'd expect with the hardware it runs on, often fully maxing out a CPU core with a decent simulation; I suspect there's a lot of optimisations that could be done to help with this, such as better re-sim protection (perhaps only track 'changed state' particles rather than ALL rendered particles?).

We could also potentially implement a system to 'deactivate' buried particles, since if a particle is surrounded below (y + 1) or either side (x +/-) then it cannot possibly move, yet is still included within full physics computation.

And lastly, which is most effective but highly challenging; we could potentially think about multi-threading the engine, but due to it's high reliance on a singular state (how would we be able to simulate two particles at once on two separate threads without a 'desync' in physics determinism?) this may be fairly hard to do.

Live Task List:

  • Optimise the re-sim protection by only tracking particle state changes.
  • 'Deactivate' still particles (i.e; unable to move) from the physics loop.
  • Introduce multi-threading in some form.

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