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fallingSandGui.h
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#pragma once
#ifndef FS_GUI_HDR
#define FS_GUI_HDR
namespace FSGui {
const char* AboutText =
"FSC is a game based upon the falling sand/powder style games of the late 2000s. \
As with most falling sand games, it involves a particle simulation where each \
particle is of a specific type of element, and the interactions between these elements \
creates some interesting emergent behavior. This iteration of the falling sand game \
involves some major features including 3-dimensional voxels, fast simulation computation \
with OpenGL compute shaders, and a heavy focus on user interaction and customizability.\n\n\
This game was created as a final project for the Graphics class at Seattle University in the fall \
of 2021 by Devon McKee and Michael Pablo.";
const char* ElementsAirText =
"Air, while technically being an element, denotes an empty space in the grid. Placing \
air in an area will remove any elements in the brush area.";
const char* ElementsStoneText =
"Stone is the first immovable solid in the simulation. Place it and drop some other \
movable elements nearby to watch them filter around it.";
const char* ElementsWaterText =
"Water is a liquid with a higher dispersal rate than usual. It can displace gases, \
fill areas, and mix with other liquids, like oil.";
const char* ElementsSandText =
"Sand is the first movable solid. It can displace liquids, gases, and piles up in \
pyramid-like shapes. Use it to create hills and liquid channels.";
const char* ElementsOilText =
"Oil is a liquid with a slower dispersal rate, and does not displace other liquid \
elements, such as water.";
const char* ElementsSaltText =
"Salt is a movable solid, similar to sand, but provides an interesting change of \
color with which to create new hills and liquid channels.";
const char* ElementsSteamText =
"Steam is a gas which constantly attemps to move upwards, and moves sideways when \
encountering any other element it cannot displace.";
};
#endif // FS_GUI_HDR