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)