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# noita_gpu documentation
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A GPU (Vulkan compute) reimplementation of Noita's engine in C++, loading the original game's `data.wak`.
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Goal: rule-faithful (not bit-exact) falling-sand simulation on the GPU, with the original world generation
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and the original Lua scripts driving content.
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## Build and run
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Requirements: Visual Studio 2022 (MSVC), CMake 3.20+, Vulkan SDK.
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The Vulkan SDK location is passed as `-DVULKAN_SDK=...` (or the `VULKAN_SDK` environment variable). LuaJIT is
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built automatically on first configure from `third_party/luajit`.
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```
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cmake -S . -B build -G "Visual Studio 17 2022" -A x64 -DVULKAN_SDK=F:/workspace/tools/VulkanSDK
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cmake --build build --config Release
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```
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## Demo
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`demo/` holds a ready-to-run build of `noita_gpu` (exe + compiled shaders) and two launchers: `run_world.bat` (real Mines terrain, optional seed argument) and `run_sandbox.bat`. They read `data.wak` from two folders up (`..\..\data.wak`). Refresh it after a rebuild by copying `build/Release/noita_gpu.exe` and `*.spv`.
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