point taken , I need to be more careful yes.
Bird wrote:... new soft body works looks fantastic.
-Bird
hey Bird I can no with to see some of eth soft body stuff in you plugin.
I am not bring the cloth up to the same level.
this framework is for all kind of particle based simulation, but my biggest emphasis for 3.14 is getting cloth that is capable to solve a fully clothed person with semi tight fitting cloth that run at real time.
this module will with rigid bodies, but it will also be standalone, meaning it can be attached to an animated mesh and it will carry its own collision shapes.
for example if you have a model of a woman wearing that can play animations,
you will be able to attack cloth mesh, and them select the bone you want and attach newton collision shapes to approximate the body of the person.
then in a call back you will be abler to animate these collision shape to follow the bones, as the character animates the cloth should follow the model with proper friction and elasticity.
I am talking extreme high quality physically based simulation, not the Varlet or Position based or shape matching mombo jumbo people are doing these days.
Zak
- C++ AMP ( but i have some doubts that it is more or less dead )
yes C++AMP is just a wasted of time, incomplete. they try to make so transparent that it became useless. each time to do an operation on a buffer you do not have a way to lock or unlock, they try to second guess the programmer, so it end up coping data between GPU and CPU many time over.
other that nBody demo that the use to demonstrated very difficult to do anything practical with it.
I deleted all the AMP I had too hard to master for high performance. I rather spend the time on direct X if I have to.
anyway I was just gathering info.
My guess is that when it is the time, I will have to do two drivers one for OpenGL where version the have and one for direct compute.