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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 просмотров • 1 год назад •via X (Twitter)

Комментарии: 11

Фото профиля Mike Turitzin
Mike Turitzin1 год назад

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/

Фото профиля Mike Turitzin
Mike Turitzin1 год назад

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

Фото профиля Elise Oyin
Elise Oyin1 год назад

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Фото профиля Makan Ansari
Makan Ansari1 год назад

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

Фото профиля Yeltan
Yeltan1 год назад

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?

Фото профиля Mike Turitzin
Mike Turitzin1 год назад

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:

Фото профиля Breakaway
Breakaway1 год назад

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

Фото профиля Mike Turitzin
Mike Turitzin1 год назад

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.

Фото профиля Leo Benaducci
Leo Benaducci1 год назад

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

Фото профиля alxo
alxo1 год назад

what is the compute cost? nice job!

Фото профиля Scott Richmond
Scott Richmond1 год назад

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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