I actually have an implementation of that too, since I was fascinated by the twisting cloth example, but need to figure out how best to incorporate it, or if it’s better in a standalone experiment.
Thanks! Never been easier to start than right now. This physics engine is a bit opaque in terms of how it works, but I recently wrote about a global illumination approach that uses surfels - I break it down into small manageable pieces, with plenty of interactive visualizations, and it's also in WebGPU! If you have some time, maybe take a look at that and start taking it apart: https://juretriglav.si/surfel-based-global-illumination-on-t...
Do you see "Offset Geometric Contact" paper fitting into this project somehow? https://graphics.cs.utah.edu/research/projects/ogc/
I actually have an implementation of that too, since I was fascinated by the twisting cloth example, but need to figure out how best to incorporate it, or if it’s better in a standalone experiment.
AVBD also has this page https://graphics.cs.utah.edu/research/projects/avbd/ I don't know how this implementation differs from the one they are demoing but this one by Jure Triglav feels much smoother to me.
The excellent 3D demo on that page is CPU based, serial.
This is really awesome. Great work.
I aspire to build cool stuff like this in WebGPU.
Very excited for the future of the web.
Thanks! Never been easier to start than right now. This physics engine is a bit opaque in terms of how it works, but I recently wrote about a global illumination approach that uses surfels - I break it down into small manageable pieces, with plenty of interactive visualizations, and it's also in WebGPU! If you have some time, maybe take a look at that and start taking it apart: https://juretriglav.si/surfel-based-global-illumination-on-t...
Why do all physics engines still look so floaty?