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Scripting sleeping particles
#6
(10-12-2020, 11:20 PM)ibbybn Wrote: I already have procedural animation for all the low to the ground flora but for the kelp that's not possible since in my game you can push them aside with a sub and the kelp would just clip through. It also looks way more interactive this way.

Passing the sub's world space position to the kelp shader and simply applying vertex displacement based on distance to the sub can look quite nice and is extremely cheap. I don't know if you've ever played overcooked before, the trees in the stage selection map wobble using this method:
https://www.youtube.com/watch?v=66u0FiSZjG4

Edit: same technique used here: https://www.youtube.com/watch?time_conti...vbZ5NDDyTU

Don't know about the specifics of your game though, this is just a suggestion.

(10-12-2020, 11:20 PM)ibbybn Wrote: Can get up to 20 solvers with now 365 particles each in and then performance seems to nosedive pretty sharply.
Will report back how the other fix works out!

Once the wall clock time it takes to render a frame is roughly above the timestep length, the engine can enter death spiraling. In that case performance will degrade a lot, very quickly. The usual fixes apply in this case: larger timestep, smaller max fixed timestep.
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Messages In This Thread
Scripting sleeping particles - by ibbybn - 07-12-2020, 03:22 PM
RE: Scripting sleeping particles - by josemendez - 08-12-2020, 09:32 AM
RE: Scripting sleeping particles - by josemendez - 08-12-2020, 01:13 PM
RE: Scripting sleeping particles - by ibbybn - 10-12-2020, 11:20 PM
RE: Scripting sleeping particles - by josemendez - 11-12-2020, 08:21 AM
RE: Scripting sleeping particles - by ibbybn - 11-12-2020, 01:58 AM
RE: Scripting sleeping particles - by josemendez - 11-12-2020, 08:23 AM
RE: Scripting sleeping particles - by ibbybn - 11-12-2020, 10:38 AM