Comments (3)
I’m in the process of adding the tetrahedral baking functionality right now… I don’t really have plans for non-solid shapes though 🤔
If I take it in the direction of FLeX, then, in theory, the same particle based representation should be able to handle soft bodies, cloth smoke, fluid, etc… but that’s way down the line 😅
Currently, my stretch goal is to have a slick three.js demo for a “MultiTarget GPU Computation Renderer”, to demonstrate how to do GPGPU things without WebGPU.
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Thanks for clarification! and this is awesome demo to learn from
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For context, I have a separate, isolated demo of the TetMesh baking in that thread you mentioned: fabmax/physx-jni#43 (comment)
It doesn't have import or export, but the principal for accepting arbitrary inputs appears to be sound...
Also, I have a strong suspicion that it will generate thin tetrahedra if a single-triangle thick surface is fed in, which could act like cloth 😅
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Related Issues (4)
- How can I build the project? HOT 1
- I have a data problem HOT 2
- How to change to other model HOT 1
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