Comments (2)
Is there any plan to use GPU for the physics engine? As I understand it, XPBD currently operates solely on the CPU, correct? Theoretically, this could significantly improve performance.
If so, at what stage of development is this? Looking at Bevy, they started using wgpu from the early stages of development. Would it be a good idea to take a similar step: a new solver (for example, TGS Soft) but focused on the GPU?
from bevy_xpbd.
@unwx using the GPU is most likely not worth it; unless the shape of the problem is very regular, aka colliding a bunch of spheres or something, it'd be really hard to make the GPU happy about the branching for colliding all the different shapes. Apparently, PhysX does so anyways, but I feel like there wouldn't be much benefit in any case. A system for simulating particle effects on the GPU may be valuable though, but that's beyond the scope of this crate.
from bevy_xpbd.
Related Issues (20)
- Performance - Time to optimise? HOT 1
- Phys-bones / Dynamic Bones / Spring bones
- CollisionLayers modifiers look like in-place but are not.
- Add `AsyncSceneCombinedCollider` HOT 2
- Enabling `default-collider` without parry renders 34 compilation errors
- [Bug]: (0.4.0) Can't compile with specific crate features enabled
- [0.4.1] Colliders are initialized with wrong transform HOT 1
- Panic when running `ray_caster` example on macOS HOT 1
- inverted sign wastes hours of girls life HOT 3
- xpbd collider gen 😄 HOT 3
- issues with 2D heightfield collider HOT 1
- CollisionEnded event not sent if collider is removed in the frame following the collision start
- RayHitData not providing enough information when hitting compound colliders HOT 1
- Panic in `debug_render_axes` HOT 2
- Cylinder collider getting stuck on ledges when dropping off of them
- Awful performance with many non-physics entities HOT 3
- Rigidbodies never sleep HOT 1
- Documentation improvements for basic setup and scheduling
- 2D physics in XZ plane
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