23-05-2023, 02:21 PM
Hi Jose, thanks for your fast and detailed reply!
So I guess Signed Distance Field will be the way to go for me to tackle that penetration issue.
I was thinking that maybe I was missing the equivalent of Continous Collision Detection with my rope.
Actually I was thinking that the "surface-based collisions" was maybe dealing with avoiding particles to go through a triangle between steps of the simulation.
I think I understand the tricky part of understanding "where we are in that vertices soup"
I don't know how they've handled the ropes in TLOU2 but it's super impressive. Hopefuly I'm not targeting the exact same behaviour but I which they will give some talks some days!
In the meantime I'm going to see if Signed Distance Field are not producing too much memory, that's my only fear.
Thanks!
So I guess Signed Distance Field will be the way to go for me to tackle that penetration issue.
I was thinking that maybe I was missing the equivalent of Continous Collision Detection with my rope.
Actually I was thinking that the "surface-based collisions" was maybe dealing with avoiding particles to go through a triangle between steps of the simulation.
I think I understand the tricky part of understanding "where we are in that vertices soup"
I don't know how they've handled the ropes in TLOU2 but it's super impressive. Hopefuly I'm not targeting the exact same behaviour but I which they will give some talks some days!
In the meantime I'm going to see if Signed Distance Field are not producing too much memory, that's my only fear.
Thanks!