

It includes 17 different drawable particle types, most of which can be categorized as either an immobile wall-like particle (such as wall, plant, or wax) that ignores both gravity and other forces, or a mobile sand-like particle (such as sand, water, or salt) that does experience a gravity force and can be pushed by other particles. The Pyro Sand Game is itself only one of many variations of similar falling sand games.
HELL OF FALLING SAND 4 SERIAL
Utilizing the FPGA’s registers also allows parallelization of certain memory and variable transactions that would likely be serial in a software implementation, and this parallelization saves a significant number of clock cycles when considering the number of particles whose states need to be updated during each frame. Therefore, I thought the application could benefit from the FPGA on an Altera DE2 board, which can run the game at a constant frame rate with dedicated computational power that is not shared with an operating system or other applications, as would be the case on a laptop running the Java version. I noticed while playing the Java version of the game that my laptop would require very much processing power, its fan would become loud, and the frame rate of the game would slow down when too many particles were on-screen. I created a hardware implementation of a falling sand game, inspired by the Java-coded Pyro Sand Game, which is not actually a “game” in the strictest sense, as it lacks an objective, but is more accurately a 2D particle simulator that satisfactorily models certain dynamics of falling sand.
