The state of GPU soft body solvers

bitshifternz
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Joined: Sun Apr 17, 2011 11:19 pm

The state of GPU soft body solvers

Post by bitshifternz »

I had some queries about the state of the Bullet GPU softbody support.

I'm interested in making a soft body box collide with a rigid box or plane and was trying to get an idea of how much work is involved.

From what I've seen OpenCL/DirectCompute soft body demos currently have some cloth and support for colliding with a cylinder. I was wondering if the soft body support that is there can simulate convex soft bodies shapes like a sphere or a box or is it "hard coded" for cloth at the moment.

It looked like it would be pretty simple to add support for different rigid body shape primitives beyond capsules by just adding them to the SolveCollisionsAndUpdateVelocitiesKernel (and necessary information to the CollisionShapeDescription). Is that a reasonable assessment?