Loethor / Loethor/pixel_simulation
only move pixels one pixel at a time for each frame
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- Dominant language
- GDScript
- Stars
- 0
- Forks
- 0
- PR merge metrics
- No merged PRs in 30d
Description
For now, a pixel can move multiple pixels per frame. This causes some pixels to make big jumps, especially when placing lighter pixels in a pile of heavy pixels (i.e. oil in sand pile).
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No file, test, or entry point is named. Start by locating the per-frame pixel movement logic and trace how movement distance is calculated; done means each pixel moves no more than one pixel per frame, including when lighter pixels are placed in heavier piles.
Written by the indexing model from the issue text.
Assessment
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 45/100