Probabilistic Cellular Automata for Granular Media in Video Games
Jonathan Devlin, Micah D. Schuster

TL;DR
This paper explores a probabilistic cellular automaton model to simulate granular media like sand in video games, balancing visual realism and computational efficiency for enhanced game immersion.
Contribution
It introduces a novel CA-based approach with probabilistic transitions and a modified neighborhood to simulate granular flow efficiently in gaming environments.
Findings
The CA model can produce realistic sandpile structures.
Transition probabilities influence the flow and appearance of the simulated granular media.
The method offers a computationally feasible way to simulate granular flow in real-time.
Abstract
Granular materials are very common in the everyday world. Media such as sand, soil, gravel, food stuffs, pharmaceuticals, etc. all have similar irregular flow since they are composed of numerous small solid particles. In video games, simulating these materials increases immersion and can be used for various game mechanics. Computationally, full scale simulation is not typically feasible except on the most powerful hardware and tends to be reduced in priority to favor other, more integral, gameplay features. Here we study the computational and qualitative aspects of side profile flow of sand-like particles using cellular automata (CA). Our CA uses a standard square lattice that updates via a custom, modified Margolus neighborhood. Each update occurs using a set of probabilistic transitions that can be tuned to simulate friction between particles. We focus on the look of the sandpile…
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