The Challenge
Falling-sand games require massive per-pixel computation every frame. Traditional CPU implementations hit hard performance limits as the board size grows.
The Approach
Moved the entire board simulation to the GPU as a cellular automaton driven by compute shaders. Each material (sand, water, lava, plants, etc.) follows interaction rules processed in parallel across all pixels. Built on the Lily engine, leveraging its model-driven Vulkan abstraction.
The Result
A playable falling-sand game published on itch.io with 11 interactive materials — sand, water, lava, plants, wax, fuel, petrol, concrete, dirt, and more. The GPU-only approach allows smooth simulation at resolutions that would be impossible on CPU.
Tech Stack
JavaVulkanCompute ShadersGLSLLily Engine