Comment by aruametello
7 hours ago
(not a teardown dev)
i had brainstormed a bit a similar problem (non world aligned voxels "dynamic debris" in a destructible environment. One of the ideas that came through was to have a physics solver like the physX Flex sdk.
https://developer.nvidia.com/flex * 12 years old, but still runs in modern gpus and is quite interesting on itself as a demo * If you run it, consider turning on the "debug view", it will show the colision primitives intead of the shapes.
General purpose physics engine solvers arent that much gpu friendly, but if the only physical primitive shape being simulated are spheres (cubes are made of a few small spheres, everything is a bunch of spheres) the efficiency of the simulation improves quite a bit. (no need for conditional treatment of collisions like sphere+cube, cube+cylinder, cylinder+sphere and so on)
wondered if it could be solved by having a single sphere per voxel, considering only the voxels at the surface of the physically simulated object.
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