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(+1)

Thanks! This actually doesn't use raycasting per se (raycasting is more of a rendering technique for calculating the colors of screen pixels).

Everything in this game is controlled by a physics simulation (using Box2D, a physics library) where the particles are small circles, the player is a circle,  the walls are polygons, and they collide and interact based on physical parameters I've set like mass, density, and friction.

Here's what it looks like under the hood. Definitely interesting to make games this way - it adds a certain dynamicism that's hard to achieve without 'real' physics:


This effect instantly made me think it would be perfect for some kind of "virus" containment mechanic. Virus particles sneak into a tiny airleak and a zombie apocalypse breaks out..

(+1)

That's interesting! I've been brainstorming ways to expand on this concept, and adding other types of particles is an interesting approach. The neat thing about virus particles (in the context of Meltdown) would be that if they infected some kind of biological "host" object, then that object would start emitting the particles too. So you could kind of chain the particles from one thing to another (by infecting new things) in a way you can't really with nuclear radiation. I'll add it to my list, thanks :)