A Godot implementation of a cell-based simulator running on the graphics-card, capable of simulation 2D falling sand, water, and similar cells.
Inspired by Yusef28 [1], who presents some ideas for cell behaviors, like water, fire, bees, etc., some of which are loosly replicated here.
The basic cell processing is adapted from Devlin and Schuster [2], who describe how a conflict-free resolution of falling sand can be actualized with parallel processing. This concept is adapted for sand as-is, and other cells use the same basic framework, but different propagation rules.
[1] Yusef28 (2024), I Made Falling Sand Games in Fragment Shaders.
[2] Devlin, Jonathan and Schuster, Micah D (2021). Probabilistic cellular automata for granular media in video games. The Computer Games Journal, 10(1), 111-120.