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Custom colliders / Interaction with Obi Particles
#2
Hi David,

Unfortunately it is not possible to add custom colliders, at least not with good performance. This is because collision detection/resolution is implemented using SIMD vector instructions inside Obi's C++ lib, to which you don´t have access. It's either flexibility or performance, so we went with performance in this case.

You could get particle positions/velocities every frame and implement your own collision detection in C#, but it will be challenging to get it running at an acceptable speed for more than a couple thousand particles.

MeshColliders are fully supported by default, though.

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Regarding fluids, keep in mind that Obi is a particle-based simulation that runs in the CPU. This means you´ll be able to simulate no more than 10000 particles in realtime in a desktop platform (not making an ocean with it, unfortunately).

Good news is that rigidbody buoyancy just works. Dense (heavy) rigidbodies will automatically sink and light ones will rise. Inter-fluid buoyancy (due to density gradient) also works out of the box. Dense fluids will sink and lighter ones will rise. See:

https://www.youtube.com/watch?v=gnYZc9558m0

Box and sphere shaped emitters are included, so you can easily create box-shaped fluid zones.

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Softbodies are WIP right now. Don´t have an ETA yet, but will announce them when they're mature enough.

cheers,
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Messages In This Thread
RE: Integration / Water Areas - by josemendez - 20-06-2017, 09:37 AM