» 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 | 1098 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...

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