» 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

about

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...

download

SpherePhysics.zip
15.08.14 [02:58 UTC] by sanch | 1071 downloads
simple physic simulation with sphere

jjjj 13/06/2016 - 17:51

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?

Thanks,
jjjj

sanch 16/06/2016 - 10:33

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

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~19h ago

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~7d ago

synth: @nissidis: So i am not crazy! Thanks for confirmation :) These are the things i do have problems with as well.

~7d ago

nissidis: @synth I do with Instance Noodles and FieldTrip (RTX 2080) I rolled back to Studio Drivers (instead of GameReady ones)