@@dyfx9788 the hell does that mean? edit: please stop responding. i know what the joke is. i was tired. i am not a "naive child." just shut up you aren't clever
Its not really complicated, each segemet has a tension variable. Once the tension reaches a certain point the same segment is deleted. Calculating the tension is losely based on the distance between the two points
The fact that this is so accurate isn’t in itself that amazing. The fact it can be so accurate and run in REAL TIME is absolutely mind blowing. Like it’s hard to describe the skill required to do something like this on your own. I aspire to be this good one day.
Sure it would be cool, but it won't be out any time soon, just this much would make the game lag badly, I hope one day we'll have gpu's capable of rendering mere cloth this consistently...
Pac Man was invented in the 80s, 40 years ago, and now we have games like Minecraft, GTA5 and Skyrim. So maybe in 2060 this kind of technology is going to be a thing in games.
This is how they do a lot of things in games and movies, I think integrals (for calc people mostly) is what aids this tremendously instead of having to calculate the movements for every possible character/object change.
This type of animation looks like stuff I dream of in confusing nightmares where you don't know where you are, why you're scared or who's what. Correction: Simulation.😂
If you ever need to go somewhere warm safe and comfortable while your confused or scared in a nightmare. Just shit your pants. You'll either be greeted with sudden warmth or be so traumatized by your own actions that you wake up back in your bed.
This could be incredibly useful for clothing designers, I can imagine people I know using something like this to calculate the best spot to put holes in clothes without messing with the integrity of the piece
@@PezzzasWork You must have a very high math understanding. Could you tell me more about your expertise? I'm already a software engineer, going to learn math this year and get my BS degree in computer science so I can work on this like these in the future.
@@aronchangepfp6643 in that case i don't think we will make such better consoles... we will never trully get to experience the NEXT gen again like we did back in the days, probably the best current gen games that we have had trailers for the most graphically impressive games shown are the best the current gen can offer, because the difference between ps3 and 4 for examples are significantly bigger than ps4 to ps5, and so it will continue to exponentially grow slower, i think we'll have these physcis in an AAA game with all other physics combines only in 2050 or something, so sad
For anyone that doesn’t understand how this works. It is basically just a bunch of rigid points. This is actually a lot easier than it looks witch it is so elegant. You just have multiple points which are connected. The points have gravity however they also come in pairs and have a distance from one another which cannot change. You can lock some in place by just disabling the movement.
Give unstable strong+steady wind simultaneously, the small hanging threads flick in real when hit but a small path of strong sudden wind. Great work overall.
This has to be the most perfect cloth simulation to be programmed to this day, this looks extremely realistic, as well as understanding that there are tiny tiny spaces between clothes so it had many small and narrow openings that we maybe able to see but Rendering an intractable cloth in this way could hide these slightly visible openings while also making a realistic ripping of a cloth. This is a brilliant creation in my opinion ❤️
@@therandomvoid4930 This guy's right, though. It *is* an incredibly basic simulation. This is something more deserving of the title "most perfect cloth simulation": ruclips.net/video/rzIiuGrOZAo/видео.html
When i squeeze my eyelids together while watching the video, i can not distinguish this cloth from a real cloth. You have a very respectable amount of patience sir
@@ochinchin1180 sebastian lague is a popular game dev youtuber who also experimented with things like this. usually it would be kinda cringe to steal others' ideas but i think this is just something that looks really fun to try from a programmer's perspective, so it should be repeated by multiple youtubers as well
00:13- 00:16 and 00:34-00:38 i think this is the factor that differentiates real objects with their virtual simulations and even if the simulation is pretty good it's the characteristic that creates those differences, ans I don't think it's a bad thing, it's also what gives virtual simulation their essence (?). I don't know if you can see what I see there.
Even if it could, there's better ways to simulate durability loss with optimization that wouldn't destroy frame rates and consume all the computing power.
This is super impressive. I'd love to see this used in games, I'm just not sure what the performance impact would be. I assume you could reduce the load by making each piece of cloth bigger (i.e. fewer and bigger '"squares")? The simulation wouldn't be as accurate, but it could be an effective way to scale it according to your system's capabilities. Got a super high end gaming rig? Turn it all the way up for the best simulation. Got a literal potato? Turn it all the way down, which might not disable cloth physics completely, but might reduce each cloth item to just a few noticeable polygons.
Wow, it looks so much like when I tear my jeans. Is there anything that this simulation is missing? To me it seems like that might as well be cloth. I really didn't expect to find out Sebastian Lague uploaded a new video the way I just did.
Hey there, nice simulation, it feels great ,one question: doesn't the material of cloth affect simulation stuff happening like tearing,place,with how much pressure you tear,...etc ? No offense is intended And appreciate your hardwork,keep it up ,we need talented people like you for world(my opinion)
I'm guessing that if this were done with Euler integration it'd be much harder to run. I can't run a good simulation with 100 ish particles on a pretty decent computer with Euler integration, so maybe Verlet integration is necessary.
@@animationspace8550 It's entirely 2D. People often confuse 2D cloth simulation with 3D. It looks 3D to our eyes because this is the way we see cloth in real world.
I bet in 50 years the physics of games will be that detailed even though it’s just the jacket from the character. For example in gta 11 jumping over a fence and stretching your clothes
I mean, this is pretty basic. The cloth here is EXTREMELY heavy. Threads don't behave realistic, normally if you pull on a thread other parts of the cloth will become "contracted", since the thread runs the entire length. Here it's like they were knotted at each intersection instead. Looks nice and so, but it's not good cloth simulation.
J'me rappelle avoir fait ça à l'école en projet perso, en aillant pour seul lib graphique une surcouche moisie de la LibX... (et rien d'autre d'ailleurs... :( ) C'était tellement satisfaisant de manipuler et de casser le filet... Ta chaîne est très intéressante en tout cas. Super boulot :)
This is pretty impressive but the cloth weight distribution is a bit off like on this part 0:59 but don't get me wrong, this is still great and probably the best we can achieve with the tech we have today
I distinctly remember a youtuber by the name of Nerd3 (or Nerd Cubed) making a video on a game that had these cloth physics, I think it was part of an old series of his called 3 free games friday. I don't remember the exact name of the song but gymnotopia or whatever (that one relaxing piano song you hear everywhere) was playing in the background. But I am 100% sure I've seen this somewhere before.
When you realize that the material universe is not the only realm of existence and that your entire reality may be replaced in an industrial revolution one day.
The idea that one day that'll be used in something a trivial as a video game is mind blowing. Now I know what my dad said when he told me he was mind blown at the first consoles that were just a few pixels moving on a screen reacting to when you pushed buttons. He said it was crazy seeing the actual faces on the figures when the 64 came out. He plays alot of horizon zero dawn today so he's a man of immersion to say the least.( He's 100% open to suggestions) so now that I get to just glimpse at the idea of a computer almost simulating realty. Real time physics. It's insane. I mean I also know that it will always be limited to what we know. So there could very well be elements we'll miss for a long time lot come but even so it's so cool. V excited for tomorrow tech
Now that's the level of simulation I wish games would have. Unfortunately, nowadays game developers only focus on the visual definition and not actual physics. ..
When you cut holes into the cloth, you end up with fewer holes than it had before.
Not by size
@@odis6397 the size doesnt matter, its about how you use it.
@@dyfx9788 the hell does that mean?
edit: please stop responding. i know what the joke is. i was tired. i am not a "naive child." just shut up you aren't clever
😂
Less holes more cheese more cheese more holes....
My cat would love to interact with all those vertices in this exact way.
My cat interacts with humans in this exact way. She scares me.
Don’t give them ideas
@MorrowStride Find the squid games, don’t tell them I sent you
ruclips.net/video/e9tezJqf6UU/видео.html
@@my.name.is.rosie. kitty out for blood!
I was like "oh this is pretty cool" until the cloth tore when it was hanging by only one or two threads, pretty damn impressive!
wow that was really cool 👍
wow that was really cool 👍
wow that was really cool 👍
wow that was really cool 👍
wow that was really cool 👍
lost my mind at 0:43 when it all started ripping off from the momentum this is amazing I cannot imagine making something like this
Rightttt it stopped swinging
Its not really complicated, each segemet has a tension variable.
Once the tension reaches a certain point the same segment is deleted.
Calculating the tension is losely based on the distance between the two points
@@alchemill3027 you lost me
@@angelo.strand basically, all the little lines have a set amount of tension before it "breaks"(gets deleted)(I think)
@@Auriacularia wow that’s really cool 👍
The fact that this is so accurate isn’t in itself that amazing. The fact it can be so accurate and run in REAL TIME is absolutely mind blowing. Like it’s hard to describe the skill required to do something like this on your own. I aspire to be this good one day.
ffs just look for PhysX cloth demos that are already about 15 years old. That shit was marketed a lot but in the end no one cared, it has no use.
idk who Sebastian is, but nice cloth simulation
sebastian deez nuts
Same
@@CraftingTableMC God you're so unfunny please never speak again
@@c0smo709 stop insulting god he di-nvm he flooded the earth
@@c0smo709 ligma balls
i guess sebastian got this recommended to everyone
yup
must resist the urge to recommend this guy to randomize the update sequence like sebastian did
Yeah lol
Yeah probably
hehe yaa probably
Imagine having this much detail in future games
Sure it would be cool, but it won't be out any time soon, just this much would make the game lag badly, I hope one day we'll have gpu's capable of rendering mere cloth this consistently...
@@akumuryuuzaki5992 *Ohm ohm* mirror's *ohm* edge
@@thedude3005 Still, it's nowhere near this simulation, and it's glitchy
@@akumuryuuzaki5992 Not really
Pac Man was invented in the 80s, 40 years ago, and now we have games like Minecraft, GTA5 and Skyrim. So maybe in 2060 this kind of technology is going to be a thing in games.
This is beautiful, well done
I'd love to see it implemented in a full animation of some kind
Union her to be too late her to 🤡
The last of us main menu
This is how they do a lot of things in games and movies, I think integrals (for calc people mostly) is what aids this tremendously instead of having to calculate the movements for every possible character/object change.
This type of animation looks like stuff I dream of in confusing nightmares where you don't know where you are, why you're scared or who's what.
Correction: Simulation.😂
Lol the not knowing why ur scared and the random person your friends with is relatable
I have the same surreal dream recurring sometimes and I wake up with cold sweat
If you ever need to go somewhere warm safe and comfortable while your confused or scared in a nightmare. Just shit your pants. You'll either be greeted with sudden warmth or be so traumatized by your own actions that you wake up back in your bed.
@@dodgyhodgyo4 wtf lmao
It's not animation, it's simulation!
This could be incredibly useful for clothing designers, I can imagine people I know using something like this to calculate the best spot to put holes in clothes without messing with the integrity of the piece
Looks like Sebastian Lague might've gotten his inspiration here
@Caltrop Though Sebastian did reference one of Pezza's videos very recently, it's possible he's been going through some of Pezza's other works
yep
who is that
@@kitterkatt Excelent programming youtuber, check him out.
There is an 8 year old Garry's Mod add-on which does the same but in 3d and with collisions
Dude, incredible work, holy crap. Easily the best simulated model I've ever seen
this is actually such a good art reference for drawing holes in clothing thank you
Wow awesome job man, can i ask what language and libraries you are using for these simulations?
It's c++ with SFML for graphics. SImulation is done with simple Verlet integration. I can post the code if you want
@@PezzzasWork nice, i really love your works! Does that ant simulation also use SFML? I didnt know about SFML, Thanks
@@NemexiaM yes, all my projects involving graphics are using this wonderful library (except signed distance field raymarching which is using GLFW)
@@PezzzasWork You must have a very high math understanding. Could you tell me more about your expertise? I'm already a software engineer, going to learn math this year and get my BS degree in computer science so I can work on this like these in the future.
@@PezzzasWork Please do! I would like to try porting this simulation to Java + GPU.
Imagine that games will have these physics in the future
They will need a computer from out of this world
@@aronchangepfp6643 in that case i don't think we will make such better consoles... we will never trully get to experience the NEXT gen again like we did back in the days, probably the best current gen games that we have had trailers for the most graphically impressive games shown are the best the current gen can offer, because the difference between ps3 and 4 for examples are significantly bigger than ps4 to ps5, and so it will continue to exponentially grow slower, i think we'll have these physcis in an AAA game with all other physics combines only in 2050 or something, so sad
@@slemangerdy8407 no it’s moving exponentially faster right now
@@slemangerdy8407 true Virtual reality is the next step to gameing
Dude that would be insane
the new joy division album cover looks sick
wait till this guy finds out about the album Clppng by Clipping
I'm not entirely sure I would wipe my face with this thing
For anyone that doesn’t understand how this works. It is basically just a bunch of rigid points. This is actually a lot easier than it looks witch it is so elegant. You just have multiple points which are connected. The points have gravity however they also come in pairs and have a distance from one another which cannot change. You can lock some in place by just disabling the movement.
Give unstable strong+steady wind simultaneously, the small hanging threads flick in real when hit but a small path of strong sudden wind. Great work overall.
This has to be the most perfect cloth simulation to be programmed to this day, this looks extremely realistic, as well as understanding that there are tiny tiny spaces between clothes so it had many small and narrow openings that we maybe able to see but Rendering an intractable cloth in this way could hide these slightly visible openings while also making a realistic ripping of a cloth.
This is a brilliant creation in my opinion ❤️
it literally is the simplest possible cloth simulation
@@henrycgs Make better then it'll be a win for everyone since well have an even better simulator
@@therandomvoid4930 This guy's right, though. It *is* an incredibly basic simulation. This is something more deserving of the title "most perfect cloth simulation":
ruclips.net/video/rzIiuGrOZAo/видео.html
@@Purely_Andy however thats not realtime
@@umapessoa6051 this solution on a large scale also barely works "real-time". Too many calculations.
Wow, incredible, I saw something similar un a video of sebastian league recently, its very impresive
super chore man
@@beaclaster yes lol
Same!
Yet this video is 2 years old.
But thank you RUclips algorithm for showing me this after watching super chore man, you did amazing
How original
The Bad Apple-fication potential is strong in this one
When i squeeze my eyelids together while watching the video, i can not distinguish this cloth from a real cloth.
You have a very respectable amount of patience sir
This stuff would be cool in vr. Imagine slashing a sword into some cloth and getting this level of realism
Or skin ...
@@vreboat3375 🤨
@@vreboat3375 yeah they need to perfect flesh, bone, veins, blood physics
@@vreboat3375 no thank you
@@vreboat3375 maybe, but with that physics it would be literally just skin
Imagine having this as your interactive background. My computer would just explode
I like how I just saw Sebastian League use this in his video. Love your work
Yeah me too. I just watched his video and tried to replicate that in processing. and now I am here.
I’m imagining the day when we get gameplay animation like this in video games.
If this is a bandage as big as a house, I would say the physics is on point.
Bravo !!! le mouvement est très crédible, très naturel. Super !
Merci !!! :D
i can't blame sebastian. this is inspiring indeed
69
@@facquet2913 nice
Who is Sebastian??
@@ochinchin1180 sebastian lague is a popular game dev youtuber who also experimented with things like this. usually it would be kinda cringe to steal others' ideas but i think this is just something that looks really fun to try from a programmer's perspective, so it should be repeated by multiple youtubers as well
@@Beatsbasteln oh thanks for the info ^_____^
What sebastian sees is what youtubes recomends
Imagine if a game used this simulation to make realistic cloth in the game, it would be the most realistic game ever
00:13- 00:16 and 00:34-00:38
i think this is the factor that differentiates real objects with their virtual simulations and even if the simulation is pretty good it's the characteristic that creates those differences, ans I don't think it's a bad thing, it's also what gives virtual simulation their essence (?). I don't know if you can see what I see there.
That's insane I'd love to have something like this in my music videos, very well done 👏 subscribed!
why am I so fascinated by a cloth simulation. this must've taken painstaking hours beyond my comprehension. Love this
I think this clothing feels more like an enormous sail, because you can feel how slow and heavily it's moving, that's so impressive
a sail wouldn’t really have holes in it, but yeah what you’re saying makes sense
@@RayaanWani yea this thing only makes it untypical
Why is everyone so surprised by this??? I've seen at least 5 or 6 of these simulations exactly like it.
Ur so special
this is the type of stuff you didn't really ask for but after while it is what you needed.
Man, this would be incredible tech to see in games to show gear durability. I would love to see this in a souls like.
Your pc will explode bro
This is impossible for current technology to render in games
Even if it could, there's better ways to simulate durability loss with optimization that wouldn't destroy frame rates and consume all the computing power.
0:42 Woah it also has gravity in it.
Anyone else here that saw Sebastian Lague's video?
Hi I am someone else here that saw Sebastian Lague's video
@@Dorbellprod Oh cool. Hello someone else here that saw Sebastian Lague's video!
yep
@@remcon559 Yes that is my name!
Yeah. What a coincidence
This is how clothes will be in GTA 6
I hope that in my lifetime I live to see kids taking this level of visual fidelity for granted.
This is super impressive. I'd love to see this used in games, I'm just not sure what the performance impact would be. I assume you could reduce the load by making each piece of cloth bigger (i.e. fewer and bigger '"squares")? The simulation wouldn't be as accurate, but it could be an effective way to scale it according to your system's capabilities. Got a super high end gaming rig? Turn it all the way up for the best simulation. Got a literal potato? Turn it all the way down, which might not disable cloth physics completely, but might reduce each cloth item to just a few noticeable polygons.
You should probably add compiling instructions or prebuilt binaries.
Use cmake and vs2019
Everyone is a critic
Wow, it looks so much like when I tear my jeans.
Is there anything that this simulation is missing? To me it seems like that might as well be cloth.
I really didn't expect to find out Sebastian Lague uploaded a new video the way I just did.
I can imagine this working well for flag simulations
Why does this RUclips make better digital fabric than any video game ever?
maybe because the better the simulation the more cpu intensive it is
Hey there, nice simulation, it feels great ,one question:
doesn't the material of cloth affect simulation stuff happening like tearing,place,with how much pressure you tear,...etc ?
No offense is intended
And appreciate your hardwork,keep it up ,we need talented people like you for world(my opinion)
What do you use to make cloth simulations?
Strings of code
I'm guessing that if this were done with Euler integration it'd be much harder to run.
I can't run a good simulation with 100 ish particles on a pretty decent computer with Euler integration, so maybe Verlet integration is necessary.
Amazing with. The physics... All the factors... Gravity, mass.... All included... More please 🎉
The part where you cut the left end and it’s weight tore the cloth all the way to the other side was really impressive
Oh my that is beautiful.
Awesome, is that 2D or 3D?
It's 2D
It looks to be 3D yet operated on 2D links, though it is possible it might be entirely 2D though that is less likely to me
@@animationspace8550 It's entirely 2D. People often confuse 2D cloth simulation with 3D. It looks 3D to our eyes because this is the way we see cloth in real world.
@@stickguy9109 Ok thank you :)
How did you get the cloth to rip under its own weight? Very impressive
It is very straightforward, when a link between two points reached a certain critical length, it's removed from the simulation
I bet in 50 years the physics of games will be that detailed even though it’s just the jacket from the character.
For example in gta 11 jumping over a fence and stretching your clothes
Where is this in my games? It's been four years
Damn, there really was cloth simulation THIS good 2 years ago
I mean, this is pretty basic. The cloth here is EXTREMELY heavy. Threads don't behave realistic, normally if you pull on a thread other parts of the cloth will become "contracted", since the thread runs the entire length. Here it's like they were knotted at each intersection instead.
Looks nice and so, but it's not good cloth simulation.
Oh and it being 2 years old doesn't mean much either...
We all know why you're here
"Every day we stray further from God and closer to waifu simulations." -Alan Turing
i laughed more than necessary on this
This fella has my respect for writing the entire thing in c++
The Moth in my closet chowing
Yo this looks pretty good, is it alright if you post the source code? I've been trying to make one myself
Thank you! Here it is, just created the repo github.com/johnBuffer/ClothSimulation. Prepare your eyes it's a code I wrote when I was a student.
J'me rappelle avoir fait ça à l'école en projet perso, en aillant pour seul lib graphique une surcouche moisie de la LibX... (et rien d'autre d'ailleurs... :( )
C'était tellement satisfaisant de manipuler et de casser le filet...
Ta chaîne est très intéressante en tout cas. Super boulot :)
Merci ! :)
Effectivement j'ai passé beaucoup trop de temps à massacrer ce filet !
We are beginning to comprehend how the simulation we live is made. Nice!
Imagine this system in a FPS or fps story game , that will be so sick
Looks great but the fabric has too much simulated weight
You know society is evolving when we can make a freaking realistic cloth simulator
Aight, yep, that’s pretty trippy. Watching a mouse cursor cut a fishnet cloth really just broke my brain a little
This is pretty impressive but the cloth weight distribution is a bit off like on this part 0:59 but don't get me wrong, this is still great and probably the best we can achieve with the tech we have today
How?
I distinctly remember a youtuber by the name of Nerd3 (or Nerd Cubed) making a video on a game that had these cloth physics, I think it was part of an old series of his called 3 free games friday. I don't remember the exact name of the song but gymnotopia or whatever (that one relaxing piano song you hear everywhere) was playing in the background. But I am 100% sure I've seen this somewhere before.
Can't wait for this to be a mechanic in an rpg game in 150 years
This looks exactly how cloth would be simulated but I've never thought about it like this before
When you realize that the material universe is not the only realm of existence and that your entire reality may be replaced in an industrial revolution one day.
Omg, when it tore itself from gravity ❤️❤️❤️❤️❤️ I'm high key obsessed with this
The way it tore by itself sometimes. Damn that’s cool as hell
This cud hav been a really good rickroll(good job tho, can't imagine the hardwork put into this)
The idea that one day that'll be used in something a trivial as a video game is mind blowing. Now I know what my dad said when he told me he was mind blown at the first consoles that were just a few pixels moving on a screen reacting to when you pushed buttons. He said it was crazy seeing the actual faces on the figures when the 64 came out. He plays alot of horizon zero dawn today so he's a man of immersion to say the least.( He's 100% open to suggestions) so now that I get to just glimpse at the idea of a computer almost simulating realty. Real time physics. It's insane. I mean I also know that it will always be limited to what we know. So there could very well be elements we'll miss for a long time lot come but even so it's so cool. V excited for tomorrow tech
Reminds me of the sails on The Flying Dutchman from POTC
Oh cool... My blanket! I'm glad you found it, i was getting worried...
I have to keep coming back to this video. It's mesmerizing.
That cloth is about as stable as my mental health!
no one:
goth people when they get fishnets:
This is what the world needed and no one knew.
the fishnets in question:
This is One of the coolest stuff that I have seen lately. ❤️😀
凄すぎて逆に凄さが分かりにくくなってる良い例
Every day that passes, tech still amazes me
I remember this game it was called jack the fabric ripper I used to play it all the time in 2016
Now a game can be made where kids can practice ways to destroy the curtains they'll inevitably destroy in real life.
Imagine video games actually using physics like this
If this could be feasibly implemented into a game of some kind it would really add a LOT of polish to it
The little lines swings back and forth more than in real life... Rather than that it's great!
Now that's the level of simulation I wish games would have. Unfortunately, nowadays game developers only focus on the visual definition and not actual physics. ..
Add this to the list of "Coded things that make me astonished to be human"
I thought it'll just simulate cloth getting swoop by wind or interracting with objects, didn't expect this
I could cut this thing up on repeat for literal hours