Implementing XPBD and getting the same exact bug is really funny. its very annoying too but bugs keep boosting each other. bug A is on top of B and rises above but because theyre slightly intersecting B now thinks it can rise on top of A so A rises on top of B :( Wormelisks
I think ill have to actually implement an XPBD solver rather than my own hacky physics engine running this but I think I'm getting pretty close to a decent implementation. Handles ~100k bugs with plenty of headroom and can probably handle >1M with culling. #gamedev
One of the IMO cooler things im experimenting with is making all bug behavior work based on pheromones ... here's a heartbeat pheromone inspired by how biological clocks work. It controls when bugs move and sync up naturally between large crowds.
Because it is a pheromone, a berserker-like enemy could increase the local speed of such a heartbeat and make all bugs nearby act faster by simply having a faster theartbeat that everything syncs up with. Or the player could use a Rest pheromone emitting tower to slow bugs!
This is so funny to me does noone know how computers work anymore?
Shaders as a service is unbelievably funny techbros have lost the plot completely
ASCII Magic now has an MCP server.
Ask Claude, Cursor or any MCP client for a look, and it renders through the same engine as the editor.
ascii-magic.com/mcp-server











