Obi: Burst backend - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Developers (https://obi.virtualmethodstudio.com/forum/forum-9.html) +--- Forum: Announcements (https://obi.virtualmethodstudio.com/forum/forum-10.html) +--- Thread: Obi: Burst backend (/thread-1619.html) |
Obi: Burst backend - josemendez - 16-01-2020 Hi there! I've written a blog post detailing one of the most profound changes in the future of Obi: backends. http://blog.virtualmethodstudio.com/2020/01/obi-backends-burst/ This is something that I've hinted at in the past, but there's now some tangible results that I wanted to share. In the post I also try to answer some of the questions that might arise regarding the new Burst backend. let me know what you think! RE: Obi: Burst backend - Kristaps - 26-04-2020 Can't wait for it! Obi Rope ( and of course other simulations ) finally hitting consoles! Awesome job you're doing there!!! RE: Obi: Burst backend - sterlingcrispin - 30-05-2020 (16-01-2020, 04:13 PM)josemendez Wrote: Hi there! Hey I'm really interested in your software and I'm curious, when you've finished porting to Burst / DOTS is it going to be compatible with the Unity Physics system built with DOTS? https://docs.unity3d.com/Packages/com.unity.physics@0.0/manual/index.html For example, if I have some rigid bodies falling down a staircase being simulated with the DOTS version of Unity Physics can those rigid bodies also interact with Obi fluids / cloth / soft bodies ? Also are you planning on adding any gas / smoke simulations eventually or is the plan to do this with Orbi Fluid and Shuriken particle advection ? RE: Obi: Burst backend - josemendez - 01-06-2020 (30-05-2020, 02:42 AM)sterlingcrispin Wrote: Hey I'm really interested in your software and I'm curious, when you've finished porting to Burst / DOTS is it going to be compatible with the Unity Physics system built with DOTS? https://docs.unity3d.com/Packages/com.unity.physics@0.0/manual/index.html Not at first. However, it is on our roadmap. Supporting Unity Physics should be easy enough, all we need to do is get/set rigidbody angular/linear velocities. (30-05-2020, 02:42 AM)sterlingcrispin Wrote: Also are you planning on adding any gas / smoke simulations eventually or is the plan to do this with Orbi Fluid and Shuriken particle advection ? Gas simulation is already possible with Obi, we have all ingredients there: buoyancy, athmospheric pressure/drag, vorticity, and advection. This is the same method used by Nvidia Flex, however it is far from being practical for general use in games. Eulerian (grid-based) methods, coupled with GPU volume rendering perform and look much better. We want to explore vortex-particle (vorton) methods in the future, as they seem very promising for simulating gases in the CPU. RE: Obi: Burst backend - StudioTatsu - 18-08-2020 wow!!!! This is amazing work. I just tested the Obi 5.5 products (I have all of them) and I am pleasantly surprised at how great the performance is. Great, great work! With the source available, I can integrate my own tools in a non-destructive manner. I love it! Proud Customer and your biggest Fan. Hope to show you what I do can with these products soon. Congrats on a job well done. P.S. It may be a good idea to add the setup notes for Burst Backend (from the user manual) on the Unity Asset Store page. When I first installed it, I thought Burst Backend was broken. Disable safety checks, the jobs debugger and job leak detection is a must! It breaks with those enabled. |