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ItsDangerous

Physics engine that uses Polybrush

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So, I made a physics engine to go along side PhysX 3. The special thing about it though is it uses vertex colors that I paint from polybrush to determine properties of the individual triangles.

 

Right now, I have two types of collisions:

 

Speed pads - which increase speed based on brush opacity (I also have a shader that scrolls a texture to this speed - it also takes the existing color and hue shifts it to match my vertex color - oh and does a little motion blur)

 

Launch pads - which launch my car in the air with power based on brush opacity.

 

It uses a super efficient indexing system, but tells more information, like for example, the rotation of the texture's UV coordinates and which texture it is colliding with.

 

It is however just code to compliment a real physics engine like PhysX as it does not do any rigidbody simulation. It just solves ray casts against triangles.

 

 

post-1469-0-37299100-1463791868_thumb.png

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That's a pretty neat use of the tool!  The next update includes more options for customizing how Polybrush applies vertex data to the mesh, which could be helpful in passing even more information per-attribute :)

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