#i don t know if it s realtime colliders
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rigids
i don't know what that is so maybe not
https://github.com/Unity-Technologies/VHACD <-another aspect of this problem you are tackling
no i don't, you think that could somehow be fed by the compute shader at lower pcie transfer cost?
hmm
i guess i don't really know... i feel what you wanna do
the shape is not changing all the time right?
of your blobs
is it blobs or terrain?
if i were you
i would do jobs to do a super rough approximation
because you can store the voxels in a mip-like representation
on CPU
so it finishes in time for rendering
if you are on a modern platform
its terrain, it changes when things crawl on it, some can be displacement shader, but large carving has to be full on
you can probably dispatch the compute buffer early in the frame, and check on it later in the frame
okay so no rigidbodies that's good
yeah it's already stores as octree
not exactly mipmap though
but i see what you're saying
yeah remember i don't have any idea what i'm talking about lol
we're just brainstorming
no - rigidbodies are a must
i mean the character has a rigibody
or whatever can simulate the same effect
but the terrain does not
yeah
the terrain can be a concave* static collider
not really
it's got caves
but decomposition is someting i'm looking for anyway
however, not decomposition into meshes, decomposition into primitives
i don't understand