Super loud sound warning, us parents and folks wearing headphones would really appreciate default sound off. Or at least a some indication to turn volume down before tapping "pour"
I notice that different types of sand sound different - the timbre of the sand falling onto the table and shuffling around is noticeably different between the various types. I was curious if the differences in the sand were being physically modeled to synthesize sound.
It’s a physics-based generation but the simulation model is somewhat limited; essentially a few parameters that vary between the sand types, some randomization, and responsiveness to flow rate. Still, it’s highly effective; something like the fine, silty desert sand is noticeably brighter and sounds more like a hiss as it pours and flows than the rocky volcanic sand.
It doesn’t in my case, I see some weird animation, everything disappears, “pour” button again. Shaking or any other movement doesn’t help. Latest chrome on iOS
Tried this on desktop and mobile, totally different experiences. I love the residue effect on the screen after I tilt the sand around on mobile. Next step: hourglass or maybe a snow globe?
It didn’t look realistic to me until I added `?sand=beach` to the URL. Maybe I only associate sand from the beach as sand. Others I call silt perhaps incorrectly.
It's quite amazing. I've found if you simply give the LLM a slight hint that things should be optimized for all devices, you can get tenfold performance of the original one-shot. But I think this is still a secret tactic because none of these have been optimized in the slightest.
Originally I felt eh maybe you have to have an old coder's mind to tell the LLM how to keep things optimized... But yeah nah not anymore, you just tell it to optimize.
I wouldn’t call it realistic, sand gets stuck in the air, stones don’t rotate, and there’s quite an uncanny valley effect based on angles.
Still a cool demo of what is possible, even though I get 10fps or something on a iPhone 15 Pro
didnt encounter the stucking issue but agree with the overerall point, the sand gets a sort of 'build-up pressure and bounce back' effect which breaks the immersiveness for me, otherwise cool
Such a curious effect, although it makes sense given that each particle is probably being positioned in absolute coordinates with respect to the screen boundaries. So each grain gets bigger but stays in place.
Runs like crap on iPhone 14. I know it’s not the current generation of phone but is there really that meaningful of a difference between that and a current one?
It’s a physics-based generation but the simulation model is somewhat limited; essentially a few parameters that vary between the sand types, some randomization, and responsiveness to flow rate. Still, it’s highly effective; something like the fine, silty desert sand is noticeably brighter and sounds more like a hiss as it pours and flows than the rocky volcanic sand.
Very cool effect, this is joyful to play with.
Whenever the phone detects an orientation change, it resets the layout.
It also responds to touch, which I didn't know until the third time I played with it.
And if you manage to collect a lot in one place, the sand from the pile does fall like real sand. This is amazing.
The sound is not good though.
Originally I felt eh maybe you have to have an old coder's mind to tell the LLM how to keep things optimized... But yeah nah not anymore, you just tell it to optimize.
You are managing to use my GPU so inefficiently that the transient spikes are bumping my speakers out of standby
Otherwise really amazing!
https://grass.turadg.com/