» Sphere physic Dx11
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Sphere physic Dx11

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 | 1375 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?


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...

anonymous user login


~25d ago

mediadog: @ggml Yup, lots. Only used in 4.x, haven't tried in 5.x yet: https://www.unrealengine.com/marketplace/en-US/product/simple-udp-tcp-socket-client

~26d ago

ggml: someone has sent udp bytes to unreal ?

~2mth ago

micha_nismus: worked out, thank you very much ! :-)

~2mth ago

joreg: @micha_nismus does this help? https://youtu.be/xkrbT45BgOQ

~2mth ago

micha_nismus: thx joerg. Can anybody help me why i can't see any renderer in gamma? thx :-)

~2mth ago

joreg: @micha_nismus instead of discord, we're using matrix, see: chat

~2mth ago

micha_nismus: searching for a public discord server for vvvv

~2mth ago

joreg: Join us for the 20th #vvvv meetup on January 19th: https://thenodeinstitute.org/event/20-worldwide-vvvv-meetup/

~2mth ago

joreg: @schlonzo re "SDSL support" did you see the Shader wizard? or do you mean something different?