Every indie game dev knows that before you decide on your game's mechanics, you need to create a complete globe simulation with climate, cloud formation, precipitation, a water table, astronomically correct stars, planets, and moon.
@krispuckett when the next shape formation triggers and you begin to morpth the particles into this next shape, how does a paritcle find it's best slot in the next shape to go to. is there some work to get it to a shorter path?
i understand the struggle it's hard to change data once it's on the gpu so you end up with lots of different unique scenes maybe you can have a UI of different physics load outs like a 'shop' in between scenes where depending on how you performed in the last scene you get more load out options and then the next scene fades out as the next one loads in?