Starting on Dynamic Hair Feature
Modern games today physically simulate character hair and parts of their clothing. So the time has to come for me to work on a medium sized feature: Physically Simulated Skinned Meshes (in raytracing, too!).
My current plan is to add a way to mark certain bones of a skinned mesh as simulated. Then create PhysX5 articulation structures for those bone chains. And finally overwrite the bone matrices each frame based on the simulated positions. The only real challenge I foresee is the math of computing bone matrices from bone heads and tails. The devil is in details but everything else is a known step that I have already implemented to some degree.
This is the current state where the hair and clothing are rigged skinned meshes with baked animations.
Learn more at https://discord.gg/olex
ARPG: Selfish Heroes
Action RPG with pretty feminine outfits, Sci-Fi setting
Status | In development |
Author | Olex GameDev |
Genre | Action, Role Playing |
Tags | 3D, Colorful, Female Protagonist, Indie, Sci-fi, Singleplayer, Top-Down |
More posts
- First Dynamic Hair: Dual PonytailsMar 30, 2024
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