I don’t see any other topic on this, just curious if anyone has messed with it?
They do have a Unity intergration on github, which seems to work…open it in 5.5+
I don’t see any other topic on this, just curious if anyone has messed with it?
They do have a Unity intergration on github, which seems to work…open it in 5.5+
that looks pretty cool. Can you make a youtube video showing it off?
Sure, The unity sample is just cubes, so I also recorded the SDK sample
I like the way this looks compared to most dynamic destructible assets I’ve seen. But it all seems like sorcery to me… Does this work on non-nVidia GPUs? Does it require latest DX or anything?
Blast looks really impressive, how many ms does it take for that Unity demo? Anything less than 2-3 ms is a completely usable in a video games.
afaik, it doesn’t use the GPU or DirectX, blast just handles the sim of parts breaking…it’s upto the app to use w/e physics and rendering engine.
The nvidia page has alot of timing info. any bottle neck would be from physx or rendering. the cube demo is too basic to judge real world performance.
So Nvidia Blast is APEX Destruction 2.0, I was mistaking it as the PhysX GRB (GPU physic simulation) available in Physx 3.4.
looks very nice, where i can get the unity3d files from the nvidia blast ? i tried to search on google, but didn’t found them.
Follow instructions here:
https://developer.nvidia.com/gameworks-source-github
thank you @bocs
I’m in the process of developing Unity wrapper and asset for the Blast, stay tuned!
I’ve also been messing with making a wrapper for it.
They have a external tool to fracture the meshes (.obj/.fbx)…
I converted the code to a plugin to work directly with unity meshes.
Still early stuff, but I can now create the fracture meshes inside unity.
example: cube cut into 25 chunks
*warning: programmer interface
Impressive.
It was already in Unity for the butterfly demo, not a clue why it didn’t get fully integrated…
The usual answer is there’s no one available to work on that particular aspect of the engine.
I thought they had like…1400 employees? If even half of those are engineers…and I hope it’s mostly engineers…
Heck, if they are running short, they could shuffle some from other areas.
Like…the terrain update!
get through all the sign up … find out the repository only supports win64x? is that right?.. disappointing.
remind me of RS6
Can you talk a bit more about what exactly this does, what the limitations are and what pre-processing (if any) is necessary? Like, do the meshes need to be pre-fractured, does it handle unstable overhangs to a degree, and how well would it scale up to a massively big scene?