<?xml version="1.0" encoding="UTF-8" ?><rss version="2.0"><channel><title>ZigSand3D Devlog - itch.io</title><link>https://becool3000.itch.io/zigsand3d</link><description>3D falling sand with zig/vulcan compute shaders</description><item><guid>https://becool3000.itch.io/zigsand3d/devlog/1587980/devlog-3-a-survivor-a-base-camp-and-a-good-place-to-stop</guid><title>Devlog #3: A Survivor, a Base Camp, and a Good Place to Stop</title><link>https://becool3000.itch.io/zigsand3d/devlog/1587980/devlog-3-a-survivor-a-base-camp-and-a-good-place-to-stop</link><pubDate>Thu, 16 Jul 2026 08:09:13 GMT</pubDate><category>devlog</category><description><![CDATA[<p>I started this last round of work with a simple idea: put a survivalist into the falling-sand world and see if he could actually live there. That turned into a much bigger experiment than I expected...</p>]]></description></item><item><guid>https://becool3000.itch.io/zigsand3d/devlog/1584431/devlog-2-i-gave-the-tiny-world-a-survivor-and-he-started-building</guid><title>Devlog #2: I Gave the Tiny World a Survivor, and He Started Building</title><link>https://becool3000.itch.io/zigsand3d/devlog/1584431/devlog-2-i-gave-the-tiny-world-a-survivor-and-he-started-building</link><pubDate>Mon, 13 Jul 2026 03:16:00 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Devlog #2: I Gave the Tiny World a Survivor, and He Started Building The last devlog ended with a strange little GPU world that could pour sand, spread water, boil oceans into steam, grow palms, spawn...</p>]]></description></item><item><guid>https://becool3000.itch.io/zigsand3d/devlog/1581406/devlog-1-i-put-a-tiny-world-on-the-gpu-and-it-started-growing-fish</guid><title>Devlog #1: I Put a Tiny World on the GPU and It Started Growing Fish</title><link>https://becool3000.itch.io/zigsand3d/devlog/1581406/devlog-1-i-put-a-tiny-world-on-the-gpu-and-it-started-growing-fish</link><pubDate>Sat, 11 Jul 2026 08:23:59 GMT</pubDate><category>devlog</category><description><![CDATA[<p>ZigSand3D began with one stubborn rule: The CPU is not allowed to move a single grain of sand. No temporary CPU prototype. No hidden loop walking the voxel grid. No “we will port it to compute later...</p>]]></description></item></channel></rss>