
Reactive 2D simulation for Unity
Matter
GPU-driven 2D cellular matter simulation for reactive materials, destructible terrain, and living Unity worlds.
Campaign illustration — not gameplay
The project
Built for the unexpected
Create worlds that flow, burn, freeze, collapse and rebuild. Matter runs its cellular simulation on the GPU, reconstructs terrain for URP rendering, and retains a deterministic multithreaded CPU fallback for compatible systems.
- GPU-driven cellular simulation
- Reactive materials
- Destructible terrain reconstruction
- URP rendering and CPU fallback
Inside Matter
Systems that create stories
Each layer is designed to create meaningful change rather than a fixed sequence.
Materials that react
Simulate chains, not decorations
Water moves, sand settles, fire spreads, steam rises and temperature changes the state of the world. Materials interact as systems instead of isolated effects.
Terrain in motion
Destroy and rebuild the silhouette
Cell state is reconstructed into renderable terrain so digging, collapse and erosion can change the playable space while preserving a coherent visual edge.
Performance choices
GPU first, with a deterministic fallback
Compute shaders provide the primary high-throughput path. A multithreaded Burst CPU fallback keeps the simulation available where the preferred compute route is not appropriate.

Authentic media
From the project
These are real project captures. Campaign illustrations elsewhere are labeled separately.
The final owner-approved screenshot set is still being prepared for launch.

