DOTS, water, and a name


It's been a long time since the last post in March. Back then, I focused on water implementation and optimization of mesh building. Both tasks brought me to far-away places... But in the end we have:
- a name! Kore is name for the game we're creating this for. Simulation will be a big part of it, but it also has story, characters, and it is not a "god-mode" game. The demos posted here until now are simply tools to check if simulation works as intended.
- Amazing fluid simulation by Frenzy Byte
- DOTS-Hybrid structure, where heavy calculations are handled with ECS and Jobs
What else has changed:
I finally figured out axial coordinates and created conversions from Cortesian coordinates to my 4-dimensional coordinate system for the hexagonal prism grid. This allowed me to get rid of hard-coded neighboring for cells and chunks.
What is new and shown in the demo:
Water simulation is integrated and represented as rain. Water is reactive to changing the topography by adding/removing cells. Surface cells react to water by spawning ground cover models in places where water has been standing for a while. After water has been drained from the cell, the ground cover disappears.
To balance out the values, I created the demo which is now published. The demo demonstrates how standing water allows first flora to develop.
The main takeaway here is that we finally got to the point where we can progress with simulation. Before that, I was concerned with code architecture and the possibility of having interactive fluid simulation with API accessible from the ECS world.
Next steps:
- iterate through the cycle of soil accumulation: ground cover turning into mulch, then into topsoil/hummus
- erosion through rainwater washing away the soil before the second layer of ground cover appears
- grass, herbs, and succulents growing when conditions are met
Files
Get KORE
KORE
Cellular-automata ecosystem simulation for future game KORE
| Status | Prototype |
| Author | Firewalk |
| Genre | Simulation |
| Tags | 3D, hexagon, Procedural Generation, Prototype, Sandbox, Voxel |
More posts
- Second iterationMar 03, 2025
- First biomes!Feb 27, 2025
- First public buildFeb 09, 2025
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