Instructions
Press ESC to exit any scene.
Use WASD to move freecam, and hold RMB to look around.
All windows with a blue title bar are draggable.
Available Scenes
Performance Benchmark
- No actual benchmark yet - just spawn a bunch of GPU simulated ropes.
- Collisions on GPU rope are not yet supported.
- If your framerate sucks, increase the GPU readback interval.
- GPU readback interval (if greater than 1) staggers the calculation of mesh bounds across the specified number of frames.
Mesh Distance Fields
- This is very buggy and slow right now - I need to do a few fixes and some cleanup.
- Generate mesh distance fields from a curated selection of models, and see how they collide with CPU rope.
- Click on a voxel to open a window that will allow you to view each slice and texel of its volume texture.
Coming Soon
- GPU rope collisions with primitives
- I don't think this will be very difficult.
- Cloth
- Cloth rendering is just gonna look like a single, squiggly, space-filling line until feature request #7370 is implemented, or I find a suitable workaround that doesn't cause readbacks (or at least blocking) every frame.
- Moving anchor points with your mouse
Coming Probably
- GPU rope collisions with mesh distance fields
- This will either be surprisingly easy or a nightmare.
- Mesh distance fields, once baked, will be cached to disk.
- Unless I make generating them a fast enough process that this is pointless.
- Rope points may be anchored to rigidbodies
Coming Maybe
- Rigidbodies may be suspended by ropes.
- More than 32x32 resolution for cloth, more than 1024 points for rope.
- Distance from anchor constraint (to reduce required number of iterations)