» Sphere physic Dx11
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Sphere physic Dx11

effect collision detection compute shader dx11 physic sphere
Credits: http://stackoverflow.com/questions/345838/ball-to-ball-collision-detection-and-handling


Basic physic engine with static and dynamic sphere, ported from here http://stackoverflow.com/questions/345838/ball-to-ball-collision-detection-and-handling
you can't really stack sphere as they become instable , also if the sphere move to fast the collision might be miss... both of this might be fix by using continuous collision detection and finnally note that the sphere are not rotating...
You can actually get the colliding sphere id back with readback from buffer...


15.08.14 [02:58 UTC] by sanch | 1180 downloads
simple physic simulation with sphere

jjjj 13/06/2016 - 16:51

Hi Sanch, Any idea on how to make the spheres stack on each other? you mention something about continuous collision, can you give me a hint on how to do this in the shader?


sanch 16/06/2016 - 09:33

Hi, i did try several time and fail at having a stable system, i'm afraid i can't help...

anonymous user login


~4d ago

nanotekt: a brief VL.stride study https://youtu.be/B2Nlz5VZ9lM ...and a massive 'thank you' to the devvvvs!

~4d ago

everyoneishappy: @overtones this would require 4D noise, which is possible but not implemented in Fieldtrip

~7d ago

overtones: Hi! SF2D has Time & DomainOffset inputs, but SF3D only DomainOffset. Is there a way to use Time in SF3D or it makes no sense? Thx

~10d ago

joreg: @SabrinaVerhage this could be useful for you next "hacking sex" workshop: https://buttplug.io they have a .NET nuget for use in vvvv!

~18d ago

ravazquez: Happy new year!

~18d ago

sunep: Happy new year everyone!

~21d ago

ggml: confirmed. thanks

~22d ago

david: @ggml fixed. please try again.

~22d ago

joreg: @ggml confirmed. we'll investigate..

~23d ago

ggml: node workshops on talque seem to be no longer available