Zolden (@zoldengames) 's Twitter Profile
Zolden

@zoldengames

Indie developer, now working on Simulario - a physics simulation based game, that runs all logic on GPU
Also senior dev in AAA
Unity3D, Unreal, C#, C++, HLSL

ID: 941376956205092864

linkhttps://store.steampowered.com/app/3343970/Simulario/ calendar_today14-12-2017 18:38:51

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Made tank tracks in my physics engine. The ground is made of particles, so it's realistically deformable. The whole thing runs on GPU, thanks to compute shaders in Unity.

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Out of sync cookie maker. I spent half a year programming this physics engine, and now having fun creating surrealistic machinery with it.

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Flesh, bones, muscules, joints, tendons - all simulated. I'm after 100% physical characters in games. This arm is controlled by 2 gamepad sticks. But I'll have to run genetic algorithms to let characters learn complex behaviors as a response on simple input.

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Trying different weapons against a wall. In fact, testing the editor. I didn't expect it to require so much time and effort. But it was worth it. Makes creating levels fast. And players will be able to create content as well.

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Besides trying different gameplays with my physics engine, I did some random funny looking simulations just out of curiosity.

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For this simulation I used the algorithm I invented, to generate a mesh around a set of physics particles. The particles are used as bones. Skinned mesh math runs on GPU, updates the mesh, then it's rendered, without any data sent GPU->CPU. Marching cubes would be easier though.

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Each physical particle here is visualized by a sphere. It's ineffective, but was fast to implement. I'll replace it with marching cubes, to have only 1 mesh and 1 draw call for all particles.

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How to build a mesh around a cloud of simulated particles? Red spheres -> physics particles. Yellow dots -> vertices. Vertices push each other, but kept near physics body. So, they form 3d lattice under pressure. It's then tetrahedralized, and outer triangles form the mesh.

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Soft body character, controlled by player. Mesh is skinned by physics particles. Connections between the particles act like muscules.

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Making the matter tough is also a stress test, because with stronger force between particles, the simulation can explode. But it stood strong.

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Someone dropped some math in a transcendent protodimensional 5∞90 GPU, it started self-organizing. That's how our universe emerged. And here's me having dropped some math in a less sophisticated GPU: