A “slime” simulation game where you will be able to tweak all of the parameters of a slime simulation that runs on the GPU.
Inspired by an awesome programming youtuber - Sebastian Lague
The video: https://www.youtube.com/watch?v=X-iSQQgOd1A
A “slime” simulation game where you will be able to tweak all of the parameters of a slime simulation that runs on the GPU.
Inspired by an awesome programming youtuber - Sebastian Lague
The video: https://www.youtube.com/watch?v=X-iSQQgOd1A
Shipped! Added a itch.io page.
The project was very fun to work on. It was my first time writing a compute shader in Unity. That means the code runs on the GPU utilizing the powerful parallel processing able to simulate thousands of Agents!
I tested the simulation on a GTX 660 (my pc is 12 years old lol) and it could handle over 250k agents on a 1080p resolution.
Fifth devlog of my “slime” simulation game! I added the ability to zoom in to inspect the simulation more closely. I added the ability to pause the simulation and the ability to advance by one frame. Also some more ways of spawning the agents. Also added default save files so you can play around with them or use as a reference when first opening the game.
I spent too long trying to make zooming work. The main issue was making it work on different resolutions. Then i realized i was a dum dum and the computer is always right.
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Fourth Devlog of my “slime” simulation game! Very short and simple today. Added the ability to take a screenshot! Its a bit off-color but ill try fixing that later.
Here is a showcase video!
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Third devlog of my “slime” simulation project! From the previous devlog i added all of the global params and the ability to add different species (3 max) so you can make different types of slime simulations! I also added a save/load system so you can save cool combinations of params. And a lot of various fixes/additions that are very minimal. Coding UI took most of my time.
Here is a rough showcase video! :D
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Second Devlog for my “slime” simulation game! Today i transformed how the simulation renders to the screen so i can resize/reposition the preview (That took way too long lol). With that implemented i added a simple param menu with most of the stuff you’ll be able to edit on release missing.
Plus a fps counter, a agent count and some other small stuff!
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First Devlog at almost 10h (sorry lol). i have managed to add the very basis of the slime simulation with tweak able params (Rn tweak able only in Unity’s inspector) and multiple species. Today i added basic deletion and spawning of Agents (in 2,5h).
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