I've been working like mad on Caustic these past few months, and I'll soon have something to show for it (at least for testing) but over the Easter break, I had to scratch an itch...
I'd been optimizing code for a few days when I decided to tackle the modular synth that's going into Caustic. I got a few % back but the main optimization strategy I had thought of actually turned out to yield worse performance, so I reverted a full days work and I felt like I had lost my edge.
Enter the "Falling Sand" game. Ever since I played the original Java game back in 2005-2006, it's been one of my favorite time-wasters. I have a few different versions on iPad, but most of my devices are Android and there simply wasn't a falling sand game on Android that ran as fast as on iOS and that bugged me. Well, after this latest modular synth optimization setback, I knew what I needed to do to get my confidence back.
Here's the result of a few evenings optimizing and modifying the EnigmaSand 2 source code. How fast it runs will depend on your CPU-to-screen size ratio, but I can safely say it's A LOT faster than other Android falling sand games.
It's a full native (C/C++) app so Android 2.3 or greater is required. You also need a screen 800x480 or bigger. It might work on smaller screens, but I don't have anything smaller than 800x480 to test on so no guarantees.
0 dollars, 0 permissions. Enjoy.
Rej, that's cool.... That had
Submitted by Jason on
Rej, that's cool.... That had to be a fun challenge to write that....
that's pretty fair!!
Submitted by uvor on
please, can you add a save function, so one can use this beautiful pictures for painting.. (Screenshot does not work while running the program)
Great work! Explosions are so
Submitted by subshift on
Great work! Explosions are so cool. And thank you so much for your hard work on Caustic.
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Submitted by Ravi on
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Submitted by anearthpie on
Take part in the "Falling Sand" activity. One of my favorite pastimes since since I first tried the original Java game basket random around 2005–2006.