Aww u dont want to realese a beta vertion ??? lolOriginally Posted by dmmNOW
Aww u dont want to realese a beta vertion ??? lolOriginally Posted by dmmNOW
Yeah, but I figured that maybe they used the model-swap method to swap from a pure solid to a DMM object. That is, once the object is put under such stress that it would be affected at all. To me that sounds like a more CPU and GPU friendly method as the GPU doesn't have to render so many polygons.Originally Posted by BlackNecro
But then again, I'm no expert at all.
The inner faces aren't displayed as long as the object isn't broken. But yes, your model still has to have more polygons than an "usual" solid-model if you want it to be breakable. But I suppose there are some ways to optimize the way the objects are rendered when you implement DMM in your rendering engine (as DMM itself has nothing to do with the rendering, it's only simulating the way the physical object are simulated. The rest depends of your implementation of the library in the rendering engine you're using).
Will we be able to import the user generated maya dmm simulations into the veiwer ??? or is it going to be whatever you give us ???
We currently have a viewer that is a simple 3D engine that displays DMM objects in real time. We can export a complete Maya scene (only the DMM objects at the moment) and load using this real time viewer and then move around and throw stuff.
Here are some answers:
- DMM is multi-threaded. so it has multi-core support built-in
DMM can interact with rigid bodies (and vice versa), and the game programmer can have the engine to swap between rigid bodies and soft bodies at run time
Inactive objects don't take any computation time
Trying to DMMize my C++ compiler
I didn't realize DMM was a complete physics engine. But yeah, I tall makes sense now.
Thanks for the answers.
How is the viewer going?
I noticed that if I run the dmm plugin at real time i only get 8-12 FPS. im assuming that will change with the veiwer??
This sounds great, again, thanks for the updates.
Yes don't worry, the framerate is way higher in the viewer than in MayaOriginally Posted by Spartan_344
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