A larger version of this project is in the works, but only for Turbowarp as it is too powerful for Scratch. This is a tech demo project. Controls: Press [SPACE] to spawn 5 dots. Press [Q] to "open a drain" at the bottom center of the canvas. A very basic powder simulation involving the method of chunks to process powder behavior. There is around 17 columns and 13 rows available for this tech demo, and the Turbowarp version will have 240 columns and 180 rows. You can see inside for the basic logic of this project. In summary, if there is air below a particle, it falls. Otherwise, the particle checks if its left or right neighbors are either a wall or air. In this case, the edges of the screen/canvas count as a wall. If both left and right neighbors are walls, the particle stays in place. If the left/right neighbors are walls, the particle moves to the right/left. If both neighbors are not walls, the particle's behavior then becomes dependent on the kind of the particle. For example: 1. Liquids will move randomly when given the option to either move left or right. 2. Semisolids can move at a predetermined direction just once. (Though this logic could cause the semisolids to behave as liquids, more testing needed) 3. Solids don't move at all, they are rigid. I just thought it would be fun to make my own powder game simulation. I learned a lil bit of how it works using the link below: https://blog.macuyiko.com/post/2017/an-exploration-of-cellular-automata-and-graph-based-game-systems-part-1.html In this case, I used a chunk technique to process particles in alternating directions. Without this, the particles will either lean left or right first. Each chunk governs a certain number of columns. In this tech demo, there are 8 chunks in total, each with 2 columns Project Credits: Coding - me (which is why it is very unorganised) Chunk-based processing - took inspiration as to how Minecraft saves and processes its worlds (hence the idea for chunks), although it is completely unrelated...