01-06-2020, 10:31 AM
(This post was last modified: 01-06-2020, 10:31 AM by josemendez.)
(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.un...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.