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@ -18,7 +18,7 @@ Another reason we choose PBD is because it's easy to parallelize so that we coul
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# GPU computing in Unity
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Unity now supports GPU computing feature by adapting Microsoft's DirectCompute technique into unity. The compute shaders are written in HLSL and can utilize GPU computing in a similar fashion as CUDA: the kernels are defined in compute shaders, you pack and pass data from CPU side through compute buffers, then after compute you read data from CPU side and use it in whatever way you want.
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To view recorded comparisons, <a href="google.com">Check this out!</a>
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To view recorded comparisons, <a href="https://schaken-hub.com/Schaken/GPU_Cloth_Physics/wiki/GPU_vs_CPU">Check this out!</a>
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# Cloth
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The way position based dynamics handles cloth simulation is quite simple: each vertex in the cloth is treated as a particle with various inter-particle "constraints", and the algorithm simply needs to make sure none of the constraints are violated at every frame.
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@ -47,7 +47,7 @@ An important thing to note is that none of these constraints are physics based;
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## Other:
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+ [public Structs and Enums](https://schaken-hub.com/Schaken/GPU_Cloth_Physics/wiki/Structs-and-Enums)
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+ [GPU vs CPU Computing]()
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+ [GPU vs CPU Computing](https://schaken-hub.com/Schaken/GPU_Cloth_Physics/wiki/GPU_vs_CPU)
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+ [Discord](https://discord.gg/M8Wh4aDn4g)
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+ [My Store](https://AssetStore.nexus)
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+ [Road Map](https://schaken-hub.com/Schaken/GPU_Cloth_Physics/wiki/RoadMap) (Things to do!)
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