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Commit b3e67fe

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N36: Sand Fall With Compute Shaders in Rust (rust-gamedev#1116)
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‎content/news/036/draw_sand.gif

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‎content/news/036/index.md

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

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