Inspiration
The original inspiration was a game called Noita which has a physics system that simulates every pixel. I wanted to recreate that system in my own project.
What it does
Pixelworld is a procedurally generated sandbox game where ever pixel is simulated. There are about 33 materials currently in the game.
How we built it
I started with the simulation aspect of the project, and then moved on to creating a procedurally generated world to go along with it. The entire project was built with free models from opencode and Claude Haiku 5.5.
Challenges we ran into
Earlier prototypes of the physics system had a jittering problem where the water pixels would repeatedly alternate back and forth. The solution was the replace the rule-based system with a mass and pressure system.
Accomplishments that we're proud of
Getting the project done on time. The physics simulation seemed hard to achieve within the time limit. Figuring out the mass based system which greatly increased to realism of the simulation.
What we learned
That AI is a powerful tool that you can use if you know how to use it properly.
What's next for Pixel World
There are a lot more thing I want to do. First is to fix up the terrain generation, the cave generation generates some weird shapes, the biome transitions isn't as smooth, and theres a little bit of lag when generating new chunks. Next, adding a proper lighting system, I tried adding one but it didn't give me the results I wanted so I scrapped it. Finally, adding more materials that interact with others.
Built With
- c++
- raylib
Log in or sign up for Devpost to join the conversation.