#i don t know if it s realtime colliders

1 messages · Page 1 of 1 (latest)

nocturne rune
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I know they do editor time selection raycast with some hardcore jobs

tribal inlet
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yeah

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do you need rigidbodies?

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or just static collisions?

nocturne rune
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rigids

tribal inlet
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hmm

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are you using vhacd?

nocturne rune
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i don't know what that is so maybe not

tribal inlet
nocturne rune
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no i don't, you think that could somehow be fed by the compute shader at lower pcie transfer cost?

tribal inlet
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hmm

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i guess i don't really know... i feel what you wanna do

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the shape is not changing all the time right?

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of your blobs

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is it blobs or terrain?

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if i were you

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i would do jobs to do a super rough approximation

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because you can store the voxels in a mip-like representation

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on CPU

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so it finishes in time for rendering

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if you are on a modern platform

nocturne rune
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its terrain, it changes when things crawl on it, some can be displacement shader, but large carving has to be full on

tribal inlet
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you can probably dispatch the compute buffer early in the frame, and check on it later in the frame

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okay so no rigidbodies that's good

nocturne rune
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yeah it's already stores as octree

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not exactly mipmap though

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but i see what you're saying

tribal inlet
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yeah remember i don't have any idea what i'm talking about lol

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we're just brainstorming

nocturne rune
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no - rigidbodies are a must

tribal inlet
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i mean the character has a rigibody

nocturne rune
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or whatever can simulate the same effect

tribal inlet
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but the terrain does not

nocturne rune
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yeah

tribal inlet
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the terrain can be a concave* static collider

nocturne rune
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not really

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it's got caves

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but decomposition is someting i'm looking for anyway

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however, not decomposition into meshes, decomposition into primitives

tribal inlet
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sorry i'm tired

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you don't need to decompose it

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you can cave it

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it'll just work

nocturne rune
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i don't understand

tribal inlet
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i mean you don't have to use vhacd

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for this application

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sounds cool

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it's gonna be sick