Falling Sand with Compute Shader in Unity

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  • Опубликовано: 11 дек 2024

Комментарии • 4

  • @schirmcharmemelone
    @schirmcharmemelone 2 года назад +2

    where and what race condition are you facing?

  • @mfingerhut567
    @mfingerhut567 2 года назад

    How did you access adjacent particles inside of your compute shader? Are you passing a texture and doing a coord lookup by color or are you passing a buffer of all particles and accessing that by xy? if so, how do you structure that to be able to get, say, the particle right below the current particle?

  • @technoo4891
    @technoo4891 3 года назад +2

    Hey there, did you solve the race conditions? I'm struggling here...

    • @Zicore47
      @Zicore47  3 года назад

      Nope, I actually now think it's not possible, since it would sacrifice all the performance gain. But maybe there is a solution hidden in the depths of special hlsl functions :)