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[Question] Support with BoingKit
#4
(15-04-2020, 01:37 PM)spaceemotion Wrote: Their plugin is using compute shaders and Jobs instead of the native physics system. It modifies both transforms and vertices via shaders. Since we write custom shaders via the Amplify Shader Editor, we can add their includes and be done with it. Does ObiRope has a similar setup?

Hi,

Obi has a different approach, though we don't use the native physics system either. The simulation is performed using a native library (written in C/C++ using multithreading and SIMD, roughly equivalent to Jobs+Burst). Mesh vertices are generated in CPU. No custom shaders are used.

Integration would be easier if they used the native physics system, as we do support full two-way coupling with it. But being two different engines running in separate memory spaces (managed/unmanaged) with no common points, integration can prove tricky.
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Messages In This Thread
RE: [Question] Support with BoingKit - by josemendez - 15-04-2020, 04:01 PM