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MarginalGainz | 1 month ago

The nostalgia is real. Reminds me of the 'Falling Sand' game era.

For anyone trying to scale this in JS: the bottleneck usually isn't the rendering, but the object overhead/GC.

If you switch from an object-per-flake model to a single flat Float32Array for positions/velocities (Data-Oriented Design), you can typically push 10x more particles before hitting the frame budget. Keeping the memory layout cache-friendly makes a massive difference even in a high-level managed environment like V8.

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Rendello|1 month ago

The game that impresses me with its performance is Noita, they managed to balance an "every pixel is simulated" physics engine and have it run quite well.

gloosx|1 month ago

The real bottleneck is doing it on the CPU, if you switch to WebGPU you can simulate millions of particles simultaneously in just few milliseconds per frame.