# gpu-physics-unity **Repository Path**: weifen/gpu-physics-unity ## Basic Information - **Project Name**: gpu-physics-unity - **Description**: No description available - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2024-08-30 - **Last Updated**: 2024-08-30 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README A GPU Accelerated Voxel Physics Solver for Unity Read more at [http://www.00jknight.com/blog/gpu-accelerated-voxel-physics-solver](http://www.00jknight.com/blog/gpu-accelerated-voxel-physics-solver) ![gif](https://thumbs.gfycat.com/MammothInfantileDunlin-size_restricted.gif "Gif") 64,000 cubes ![gif](https://fat.gfycat.com/JovialKnobbyBrahmanbull.gif "Gif") 1024 cubes A Unity Command Buffer is used by GPUPhysics.cs to dispatch the compute and render shaders. This has been designed such that no per voxel data is transferred between the GPU and the CPU at runtime. Speed will likely by further through research and optimization of the per particle Kernels within the Compute Shader. LICENSE You can use this software in a commercial game, but you cannot sell this software on the Unity Asset Store or any other platform that sells software tools for developers. Further Improvements Build the Voxel Grid around the bounds of the simulation dynamically - auto apply the "renderer bounds" and the "gridDimensions" - does "renderer bounds" even do anything? - looks like not Eliminate the Voxel Grid Clear Step Establish the pattern for collision with solid objects Find out why the Damping force and Tangential forces described in Takahiro Harada's system do not seem to have good effects Determine if a better shadow pass can be constructed to speed up shadows Find out how to reliably render through CommandBuffer.DrawMeshInstancedIndirect (Unity bugs?) Optimize the thread grouping