Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[Question] Support with BoingKit
#1
Hey,

I just got an email abut ObiRope being on sale and would love to use it for our project.
However, we also use Boing Kit, which is another asset that deals with physics (or rather, mesh deformations).

Can these assets be used independently or would there be incompatibilities?

We mainly use BoingKit for "spell attacks" (like impacts) that would move through the scene like a shockwave.
We could also provide "custom" support, if ObiRope supports runtime methods for external forces.

Thanks for any help in advance, cheers!
Reply
#2
It probably won't work out of the box. How complex would it be to integrate both is impossible to know without taking a look at how they've implemented their physics internally. It's not clear if they use the built-in physics (rigidbodies + colliders) or a custom solution for dynamics/collision detection.

Obi is a full physics engine of its own built on position-based dynamics, it interfaces with built-in rigidbodies via impulses. It also supports per-particle external forces, so it might be possible to use these for two-way coupling with BoingKit.
Reply
#3
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?
Reply
#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.
Reply