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Got SDF collision mesh generation (via marching cubes) working with Jolt Physics! The collision mesh is regenerated when the SDF scene changes. Individual SDF primitives can be made "dynamic", which adds them as physics objects. 1/

10,942 Aufrufe • vor 1 Jahr •via X (Twitter)

11 Kommentare

Profilbild von Mike Turitzin
Mike Turitzinvor 1 Jahr

You can see the collision mesh later in the video. It's much lower res than the resolution used for rendering (and rendering is done via ray-marching a 3D texture rather than triangle meshing). 2/

Profilbild von Mike Turitzin
Mike Turitzinvor 1 Jahr

The video covers it up pretty well, but I'm actually just generating a single collision mesh "chunk" right now - so the obvious next step is to chunkify the whole world and add/remove chunks as the camera moves around. It's cool to see things more interactive! /end

Profilbild von Elise Oyin
Elise Oyinvor 1 Jahr

All in Christ Jesus for all ages, every efs each using sap on eaic decree with their living spirits, souls, faiths, wills, efs plead the Blood of Jesus Christ of Nazareth pbz to destroy all stopping the true form of Elise Oyinkromeineifa's pregnancy from being in Yahweh's name

Profilbild von Makan Ansari
Makan Ansarivor 1 Jahr

This is so impressive! Editing SDF with Physics in real time!

Profilbild von Yeltan
Yeltanvor 1 Jahr

that's so cool, but how do you have sdf objects use this collision mesh while maintaining good performance? if i were to wanna make something with sdf physics, are there resources you'd recommend?

Profilbild von Mike Turitzin
Mike Turitzinvor 1 Jahr

The main cost is regenerating the collision mesh when the (static) SDF scene changes. I think I can get that fast enough, though, as the collision mesh resolution doesn't need to be very high. I'm using Jolt physics and feeding it triangle meshes:

Profilbild von Breakaway
Breakawayvor 1 Jahr

Nice mesh construction. I'm curious though, isn't it more performant and less hassle to use the SDF as the collision object directly?

Profilbild von Mike Turitzin
Mike Turitzinvor 1 Jahr

Maybe, but I'm not aware of straightforward ways to do this for arbitrary SDFs. A big complicating factor is that smooth blends (as well as subtractions) make the distance field a bound rather than exact, which means it becomes a lot harder to compute overlaps.

Profilbild von Leo Benaducci
Leo Benaduccivor 1 Jahr

Did you try Surface Nets? I believe they are faster to generate but also have lower quality

Profilbild von alxo
alxovor 1 Jahr

what is the compute cost? nice job!

Profilbild von Scott Richmond
Scott Richmondvor 1 Jahr

Very cool stuff mate! I wish this kind of work was more readily available to developers to create more interactive worlds. Is this something you're planning to release in some form or another?

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