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Hey #screenshotsaturday! A bit of a different one today, as people have asked me how SOLAS 128 simulates all the pulses and interactions across the entire game without slowing to a crawl.

So I'm going to do a deep dive into how this works! Ready?

1/?

#indiedev #madewithunity
So, let's get you up to speed!

SOLAS 128 plays on a 253x253 grid (64,009 spaces), and has approximately 18,500 different elements a pulse can interact with. By the end of the game we need to calculate 1,600+ pulses' interactions... in less that a single frame.

Yeah...

2/?
The first optimisation is that the game works solely on the grid. Each square can only have a single pulse, and a pulse only exists 'as rest'. The underlying simulation therefore needs to figure out for each pulse what space it should be in at the next 'tick', plus its colour 3/?
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