You can also remove some data movement and synchronization in the solver update.Īlso having a separate GPU dedicated to CUDA (flex) can improve things. You could probably slightly mitigate this by calling flex update once per frame (fixed timestep = max allowed timestep) and increasing the number of flex solver sub-steps. It can be tricky to get high update rates with it (as with any GPU solution really). It would also need to know to repair structures from the bottom up so that they don't collapse while being repaired.įlex has some overhead and latency related to passing data back and forth from the GPU. The game would need to be able to tell uflex to send the robot to spray cement particles on a partcular area if it detected a hole in it. For example if part of the wall had been destroyed I would like the particles that were broken off to be destoyed after a certain period of time for performance reasons and also I would like the ability to repair or reconstruct the concrete structure after a period of time.Īn idea I have for a game would be that it would be set in the future where their were repair drones that would repair structures after they were damaged. Ideally I would also like to be able to trigger events in game by querying events that had happened to that emitter. I would then like to be able to destroy or break bits off that concrete if I shot it by setting how brittle or viscous the matterial shoutd be. I would for example like to be able to select a mesh and set uflex to fill that mesh with a particular type of material like concrete for example. A feature request I would like would be the ability to fracture or shatter an object as well as perhaps produce physical smoke during an explosion or dust during an impact.
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