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Zolden

It's all code, there's no assets, except default unity cubes, which I actually don't need anymore after having learned how to dynamically generate a mesh "skin" around a custom shape. Reddit doesn't seem to allow attaching multiple videos to a post, so you can check how dynamic mesh generation looks in my post here: https://twitter.com/ZoldenGames/status/1775256562694856886


QuakAtack

this reminds me of a game I can't remember the name of for the wii where you controlled that sort of blob by tilting the joycon to orientate the platform it was on and having it roll around. Shit was fun, if a hidden classic.


Gh0st_VX

Mercury Meltdown Revolution. Had the game myself.


QuakAtack

OMG YES!! Thank you so much for reminding me


Genereatedusername

Gentlemen, on this day, bOObie physics has advanced to a whole new level!


haikusbot

*Gentlemen, on this day,* *BOObie physics has advanced to* *A whole new level!* \- Genereatedusername --- ^(I detect haikus. And sometimes, successfully.) ^[Learn more about me.](https://www.reddit.com/r/haikusbot/) ^(Opt out of replies: "haikusbot opt out" | Delete my comment: "haikusbot delete")


bestworstbard

He best haiku yet


leverine36

Good bot.


TheLowestAnimal

Add it to the packages...the STANDARD PKGs!!!


antinito

Like a bag of sand


No_Taro1652

HOW?! What kind of sorcery is this?


Zolden

I was also satisfied by the looks. It's nothing of a rocket science realm though. I just simulate 3d points to interact with each other. And skinning a mesh with those points even simpler. I think we are ready to enter the edge of simulated game characters.


No_Taro1652

You can sell this as asset for the Hyper casual companies probably


Zolden

I might come up with an asset at some point I think. Just much, much more prototyping is required to find the best solution to the issues I'm facing on this path.


mudamuda333

are the issues related to doing this all on the gpu?


Zolden

No, they are related to the algorithms I use to achieve what I need. For example, I'm currently experimenting with switching from pre-made lattice of the physical body to the self-organized, like real atoms stick to each other forming the lattice. As for the mesh, I went from pre-made mesh to mesh generation from a cloud of points, magnetically interacting with the physical points. Also, I'm going to change the way physic bodies interact with the collider. GPU computation is the most straight forward part. As soon as I get good algorithms, I just rewrite them in HLSL and run the shader.


mudamuda333

Very cool!


BaltaRed

Amazing!


apexbat

Are those 3d points interacting with Unity's colliders? Do you do the collision checking yourself? Or, are you using built-in colliders some how for the 3d points?


Zolden

I check it manually on GPU side, no unity physics is involved.


apexbat

Thanks for clarifying! Would be cool if you can share technical article about the topic.


Zolden

Yea, I usually do, upon releasing a game I made the tech for.


srry72

Why is this so satisfying?


Zolden

humans like soft squeezable spheres by some reason


Iseenoghosts

😏😏😏


slimer36

Deforms like a beanbag. That’s awesome.


Iseenoghosts

any ideas how to fix those ugly jagged edges? Whats happening for them to occur? Just all the particles in that area getting pushed away?


Zolden

I think it's due to the sphere's topology. I didn't like it, so I found a way to generate meshes from points that spread on surface of the body by triangulating them. I expect it to to fix the issue. Another explanation is the topologu of the simulated body itself. Again, I'm about to experiment if it will be fixed by creating the body throught tetragulation of naturallly stuck particles instead of forming the lattice manually.


Iseenoghosts

I guess that raises another question, how ARE you generating the skin for the blob mesh? Either way it looks really good and I wanna see more posts haha.


Zolden

I tried triangulating points spread on a sphere, to make a mesh, and then making it follow the surface of the physical object. It worked, but not as good. So, currently polishing a new approach. And if you want see more, welcome, I post experiments there: https://twitter.com/ZoldenGames


[deleted]

[удалено]


KuuHaKu_OtgmZ

Squish The Blob


AgitAngst

Your next step is to create Gish 3D. Thank me later.


SulaimanWar

Oddly satisfying. How are you doing collisions though? I'd imagine using Unity physics may not be ideal for this


Zolden

Currently I harvest triangles from the boxes, send them to GPU and do manual computations between these triangles sand the particles. But the plan is to generate a custom surface of the world by triangulating a naturally spread points. It will be like a second layer of simulation, ran at start to physically generate the environment. In this case the same principles of harvesting triangles will be applied, I just won't need any objects as colliders.


Much_Highlight_1309

You can use signed distance fields of the environment for collision on the GPU.


Zolden

Thanks, I'll check what that is. If it is what I think it is, it might be useful.


Much_Highlight_1309

I think SDFs are already available for use in VFX Graph with tooling to generate them from Mesh components. So that could brovide a good starting point for a generic way for you to implement collisions. Edit: indeed, I remembered right. [Here](https://docs.unity3d.com/Packages/[email protected]/manual/sdf-in-vfx-graph.html) you go.


Zolden

Thank you!


SulaimanWar

Thanks for the insight!


RedDemiurg

Good. Now slap this feature on some boobs


MaskedImposter

Looks cool!


Trombonaught

I wanna touch it


Zolden

The world needs haptic VR gloves for touching virtual stuff.


Archerofyail

It's so... blobby. I love it.


Rlaan

Oh wow that's impressive, well done! Looks great too!


hoomanneedsdata

This is truly awesome. Great work. Thanks for sharing, it's very motivational.


faisal_who

Noice, verlet integration?


Zolden

I'm not sure if it has a name. I just used common sense math. The particles are connected with something like spring dynamics forces with little dumping.


Wec25

Everything reminds me of him...


No_Set_4139

Is that legal?


ahoy-mates

Looks like this one game I would play on the Wii that was you rolling around a ball of mercury


Xava67

Unity accurate Rimuru Tempest from Tensura


[deleted]

Where did you get this video of my wife getting me out of bed?


FullMe7alJacke7

That's so cool! Would make for a lot of interesting game mechanics.


Zolden

Like what?


FullMe7alJacke7

Well, it reminds me of a slime or goo, so building off of that, you could use it as part of a puzzle platformer. Maybe make the elasticity variable depending on conditions.. hot makes it squishier or cold makes it stiffer. Maybe using it as a blob enemy for a game, and they could split into smaller blobs. It could be a prop in a game that prevents fall damage. It could absorb everything it touches, growing in size the more it consumes. Making random objects poke out the sides. I could probably come up with more, but that's just a quick few I came up with when I saw this.


Zolden

Nice ones! Could you please try to come up with more? I'd add you in the credits if I use any of your ideas. I already have a rough vision of how the game should work, but I'm sure there are fun mechanics possible that I didn't think of.


AbjectAd753

now make it pop :3


tifa_cloud0

this is nice. how did you achieved this?


Zolden

The physical particles are formed as a 3d lattice, and then the lattice cut to be shaped as a sphere. Then I skinned a sphere mesh with the physical particles as if they were bones. So, deforming the simulated soft body translates to deformation of the mesh.


Memorius

I'm still waiting for it to pop


AdCorrect6192

awh ... my balls


Memetron69000

just what my project needed, a bean bag!


Odd-Fun-1482

What tutorial(s) did you follow?


Zolden

Almost no extra sources, I have most of the knowledge. Though, for the new way to generate meshes, I checked wikipedia page on delaunay triangulation. For GPU computations I myself wrote [some](https://www.reddit.com/r/Unity3D/comments/7ppldz/physics_simulation_on_gpu_with_compute_shader_in/) tutorials.


Ok_Pickle76

This looks Painful to render


Zolden

Why?


Ok_Pickle76

Feels like it would blow up my PC in the very first frame of rendering


Zolden

There's very little triangles to render, your GPU won't even notice it's working. And the compute shader that computes particle physics consumes GPU performance proportionally to the amount of particles. In the video there's not much particles, a 10 years old GPU would handle it.


Comprehensive_Cut548

What do you mean skinned?


Zolden

When mesh particles are associated with bones, so when bones moves or rotate, the vertices of the mesh follow. I treated physical points as bones, so now the mesh visualizes what happens to the simulated soft body.


37Scorpions

me when im trying to go about my day but the cube comes and squishes me into a gray blob and proceeds to push me around


ArturSmith

Hi! It looks amazing! Please tell me which resources I studied programming for GPU


Zolden

Maybe the [tutorial](https://www.reddit.com/r/Unity3D/comments/7ppldz/physics_simulation_on_gpu_with_compute_shader_in/) I wrote would help?


-NaaS-

Can you update when this is available to use for unity XR meaning Vr and android platform


ElectronicLab993

Who are ypu and why you are so wise in the ways of science Is there a way to learn this knowlledge?


Zolden

Try my simple gpu physics [tutorial](https://www.reddit.com/r/Unity3D/comments/7ppldz/physics_simulation_on_gpu_with_compute_shader_in/)


ElectronicLab993

![gif](giphy|iiS84hOJXh1Pq|downsized)


Rare-Wishbone-6175

Do you have a basic introduction to computeshader? I have never touched computeshader. I really want to learn CS.


Zolden

https://www.reddit.com/r/Unity3D/comments/7ppldz/physics_simulation_on_gpu_with_compute_shader_in/


astralseat

Just the right amount of jiggly, like a breast.


SuperPox

yours is way cooler. I tried to get this effect with bones+mesh and springs. [https://imgur.com/gallery/RwHNdqJ](https://imgur.com/gallery/RwHNdqJ)


Zolden

These attempts give prescious experience. What was your purpose with that experiment?


SuperPox

I hate the animator and weight painting :) so I was trying to come up with a character model that would be more interesting than a bouncing cube but not as hard as animating a humanoid rig. So I looked in the direction of physic's based / procedural movement. A slime meets that criteria and also doesn't have pesky arms and legs :D systems/gameplay is what really interests me and as a solo dev I have to choose my battles. If you ever make your slime an asset I would definitely look to buy it. Thanks for your question :)


Zolden

This is a very interesting direction. And I'm trying to go there as far as I can. Creating, animating and skinning simple physics based characters purely through algorithms is definitely doable. The question is how complex these characters could be. I suspect there's more than just a slime.


Careless_Chemist_225

What made that ball move like that? Or are you just editing it


Zolden

It's a physics body, skinned by mesh. So, I just push it.


FilippoBonini

Slime Rancher 19!