Let snow or petals pile up on a ledge into a mound that slides off when steep
Collecting snow on a roof or petals on a path is a lovely idle detail, but a pile that only gets taller turns into a needle. Real piles spread out when they get too steep, and on a narrow ledge the extra falls off the edge. Here is a rule that keeps the total honest and the shape believable.
Why this works
Loose material settles into a slope that holds, and only the part above that slope falls. Sharing the excess with the neighbours bit by bit, and never giving away more than a column has, makes a believable mound without losing any snow.
When not to use it
Skip it when the pile must act like a solid object, such as snow the player walks on or digs through, or when a huge area gets snow at once. A painted pile or a plain growing layer is cheaper and clearer there.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 44 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let snow or petals pile up on a ledge into a mound that slides off when steep" (read_entry snow-piles-up-on-a-ledge-and-slides-off-when-too-steep) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP