A Falling Sand Visualization
godotvizaocIn another Advent of Code puzzle we were tasked to drip sand into a map (defined by the puzzle input) and count them. At this point I had switched to Godot and its scripting language GDScript.
Performance #
Trying out Godots GUI programming and the custom draw functions present in each CanvasItem
. Once the sand amount got high enough things started being quite sluggish again and for part 2 I had to disable visualization. The sand gets high enough to cover the entry point. I did a naive "draw everything each frame" implementation, so this could've easily been fast enough by rendering the stationary elements separately and blitting that.
I stored the stone and sand in a simple Dictionary
with Vector2
keys without any fancier tricks. We're not making Noita here!
Code for my day 14 solution. There are a few more parts needed for a functional setup, they can be found in the repository. Easiest way is to take the whole project in godot-aoc
.
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