Exactly although they are not copying and pasting the existing rigid body simulation system to geonodes, they are making a completely new physics engine from scratch, currently based on bullet but that might change to something else in future, preferably Jolt or XPBD but the best part is it will be a lot more powerful, flexible, extensive with nodes similar to Houdini.
@@leonardolopes1917maya is the furthest thing from a specialized tool you can probably get. I used maya for more than 10 years before eventually switching to blender. They are more alike than different
I hope that it works on dynamic deforming meshes, the curren rbd system doesn't work with objects that deform in real-time without the user manually causing an update, this problem was introduced in blender 2.8 because of the dependency graph being updated
Didn‘t Blender already have Bullet physics integrated? Also… calling Bullet a game physics engine is a bit of a stretch. It‘s more used in VFX/offline rendering nowadays
Yeah but this is a new implementation fully integrated with geonodes, they are making the physics part from scratch to be more powerful and flexible and integrated with geonodes.
@2:20 There is a node called _Physics Time Step_ with Delta Time as an input. If you add a node between them to Multiply the Delta Time by 2.0 then it should double the speed. Multiply by 0.5 to half the speed.
@@rano12321 I mean, last time they tried something like this was Blender game engine, which had a lot of potential, but never really worked well enough. I hope this doesn't end the same way.
@@jono3952 Well, back then they tried to do too many things but lacked proper resources, which they don't anymore. This is just a continuation of geonodes, adding physics sims to it, which will be a part of Everything nodes project and people (including me) have been waiting many years for this to happen. And so far, the last time they tried something like this was geometry nodes, definitely not the game engine as that was a long time ago and since then they've done a lot of things, and it has been a massive success for Blender, so I don't see how they can't make physics sims work inside it considering Blender already has physics sim solvers but much limited and less flexible. Although removing the game engine is one of the best decisions they've made, they were doing many things and not doing anyone properly.
Yes, but that was old and limited, and this time they are making everything from scratch while integrating it in geonodes. Simulation nodes are just while loops, there are no physics simulation happening unless you write your own solvers.
So... For someone who's never touched geometry nodes, and only seen video snippets of Houdini. Is this a step towards challenging their industrial monopoly?
EDIT: I spoke too soon. OP: they are such hypocrites sometimes...I got trashed by the devs for pushing this stuff when they first got eevee and removed the game engine....my point was it makes more sense for any realtime stuff you want to do...I mean they pretty much told me I was an idiot.....now look where we are...and consider why didn't they get this off the bat...it seems like common sense to me.
im missing a lot of context but my guess is because it was just a toy and selling a full game with it was possible but difficult with the license so they dropped it to save costs
blender always had the ridged body physics but this time its for the geometry nodes i can imagine that you could make some crazy stuff with that something the blender game engine could never do(without heavy scripting)
Blender's build in game engine was garbage and better open source alternatives (like Godot) exist. So yeah, the Blender devs were wise to stop wasting time with their implementation. Which frankly, was ass.
@@hipflipped You're missing the point. When they were implementing eevee I was asking for them to implement physics. It seems like common sense. Besides the good thing about a built in game engine is the workflow...I'm guessing you don't actually know what you are talking about though when you say the engine was garbage...it's the painter, not the brush.
@@mr.m2675 It actually wasnt. You could sell a game with it, there were even three or so on steam made with BGE...but that is all irrelevant now I guess.
You should actually try it out and prove yourself right/wrong :) Personally, I've already developed several tools and improved my simulations with this. It's leagues better than the rigid body physics engine.
@@ashlee3dee NO thanks, I already have the Fracture iterator, Kafire and Kaboom rigid body addons from Picto filmo over on blender market. They do far better than what I see shown in this video What I need is a native cloth system in Blender that is good enough to free me from having to deal with alembic exchanges with Marvelous designer along with a modern dynamic hair system.
You can generate new meshes with geometry nodes and add them to the sim on the fly Not possible with the current implementation the library version used is also newer so any improvement over the previous ancient version get baked in
@@jittertn NO thanks, I only use rigid body dynamics when destroying an existing model in an animated scene. Generating new geometry during a destruction animation makes no sense to me.
@@AnabranAnimations Those are all great, and you should definitely keep using what works for you. I don't think this is intended to be or capable of replacing those dedicated tools anyway. This is going to be really useful for procedural effects and specialized simulations or tools. There are countless things you can do with this already. For example, creating a super fast object dropper that pre-calculates the physics and allows you to select different random physics based scatterings. Stuff that is literally impossible with the current physics system unless you intend to write an add-on.
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This needs a better title, it's not like blender never had physics, it's about bringing them to geometry nodes.
Exactly although they are not copying and pasting the existing rigid body simulation system to geonodes, they are making a completely new physics engine from scratch, currently based on bullet but that might change to something else in future, preferably Jolt or XPBD but the best part is it will be a lot more powerful, flexible, extensive with nodes similar to Houdini.
Blender keeps on throwing curveballs and improving and innovating at insane pace. But there are still a lot of haters for some reason...
Open source is free because you pay with your mental health.
bcause its open source so noobs comment. and also because its free so pple that have paid software like to have some kind of ego superiority
@@leonardolopes1917maya is the furthest thing from a specialized tool you can probably get. I used maya for more than 10 years before eventually switching to blender. They are more alike than different
addons are ridiculous priced every single one of them get rid of all pricing then I'll stop hating
@@UnknownGuest220 is it bcs of blender ? no. then why hate on blender ?
regardless of if it does come to Blender, UPBGE will greatly appreciate its existence.
No one cares about UPBGE. It's a non-player.
True !
very excited. thanks for sharing the alpha update
I really like how the collisions look. Better tuned inertia than some much more mature physics engines have in their default settings.
I hope that it works on dynamic deforming meshes, the curren rbd system doesn't work with objects that deform in real-time without the user manually causing an update, this problem was introduced in blender 2.8 because of the dependency graph being updated
Didn‘t Blender already have Bullet physics integrated?
Also… calling Bullet a game physics engine is a bit of a stretch. It‘s more used in VFX/offline rendering nowadays
Yeah, it's amazing for sims, for game engines, eh... not so much.
@@hipflippedwell blender is not a game engine
Yeah but this is a new implementation fully integrated with geonodes, they are making the physics part from scratch to be more powerful and flexible and integrated with geonodes.
That's huge.
Please do this for curves simulation/ collisions, the native hair system doesn't simulate hair collisions well.
What happened to Armory3D? I see no progress on it 😔😔
True,last update in Feb 2024 💀
I see a possible future of a game engine using geo nodes like the Blueprints used in the UE5!
The Blender Game Engine!
Amazing!!
they had one and then abandoned it.
You can use geonodes in Unity
For me , Geometry node = Pure nightmare ☠️
Might be cool if it can speed up simulation. I'd rather not have to use so many nodes for it tho.
@2:20 There is a node called _Physics Time Step_ with Delta Time as an input. If you add a node between them to Multiply the Delta Time by 2.0 then it should double the speed. Multiply by 0.5 to half the speed.
@@MrNybbles I actually meant the processing speed at which physics is calculated. That's also cool tho.
@@Skybot437 It's extremely fast
Is the Bullet physics engine still being developed?
1 view in 0.0001 sec...
bro flew up.
you have severe brain damage like everyone who comments like this
This would be SO COOL if they actually make it work this time.
It's already working well
@@rano12321 I mean, last time they tried something like this was Blender game engine, which had a lot of potential, but never really worked well enough. I hope this doesn't end the same way.
@@jono3952 Well, back then they tried to do too many things but lacked proper resources, which they don't anymore. This is just a continuation of geonodes, adding physics sims to it, which will be a part of Everything nodes project and people (including me) have been waiting many years for this to happen. And so far, the last time they tried something like this was geometry nodes, definitely not the game engine as that was a long time ago and since then they've done a lot of things, and it has been a massive success for Blender, so I don't see how they can't make physics sims work inside it considering Blender already has physics sim solvers but much limited and less flexible. Although removing the game engine is one of the best decisions they've made, they were doing many things and not doing anyone properly.
@@rano12321 Yes, and I'm hoping it works this time.
Everthing nodes goal is going forward 🎉
Blender game engine?
Cool! But why they forgot about Particle Nodes for a years....
Particles were only ever a test, and are now being implemented as geometry nodes
Ears perk up 😱
bruh, Blender "always" had Bullet physics :\
and doesnt Blender already have simulation nodes?
Yes, but that was old and limited, and this time they are making everything from scratch while integrating it in geonodes.
Simulation nodes are just while loops, there are no physics simulation happening unless you write your own solvers.
So... For someone who's never touched geometry nodes, and only seen video snippets of Houdini.
Is this a step towards challenging their industrial monopoly?
it won't replace houdini fully, but will replace for a lot of people.
I would have gone with jolt, personally.
Bullet is great for sims, not so great for game engines.
EDIT: I spoke too soon.
OP: they are such hypocrites sometimes...I got trashed by the devs for pushing this stuff when they first got eevee and removed the game engine....my point was it makes more sense for any realtime stuff you want to do...I mean they pretty much told me I was an idiot.....now look where we are...and consider why didn't they get this off the bat...it seems like common sense to me.
im missing a lot of context but my guess is
because it was just a toy and selling a full game with it was possible but difficult with the license
so they dropped it to save costs
blender always had the ridged body physics but this time its for the geometry nodes
i can imagine that you could make some crazy stuff with that
something the blender game engine could never do(without heavy scripting)
Blender's build in game engine was garbage and better open source alternatives (like Godot) exist. So yeah, the Blender devs were wise to stop wasting time with their implementation. Which frankly, was ass.
@@hipflipped You're missing the point. When they were implementing eevee I was asking for them to implement physics. It seems like common sense. Besides the good thing about a built in game engine is the workflow...I'm guessing you don't actually know what you are talking about though when you say the engine was garbage...it's the painter, not the brush.
@@mr.m2675 It actually wasnt. You could sell a game with it, there were even three or so on steam made with BGE...but that is all irrelevant now I guess.
It's a sad blenderp doesn't support c# instead slow trash like pycrap and visual noodel spaghetti
Blender is largely written in C and C++, it's also open source and free. What's stopping you?
@@ashlee3dee time expertise... maybe AI will fix blender and add a better api not written in a garbage language like pyrot
I see nothing here not already available with the current Rigid body physic engine.
We need BETTER cloth and hair physics!!
You should actually try it out and prove yourself right/wrong :) Personally, I've already developed several tools and improved my simulations with this. It's leagues better than the rigid body physics engine.
@@ashlee3dee NO thanks, I already have the Fracture iterator, Kafire and Kaboom rigid body addons from Picto filmo over on blender market.
They do far better than what I see shown in this video
What I need is a native cloth system in Blender that is good enough to free me from having to deal with alembic exchanges with Marvelous designer along with a modern dynamic hair system.
You can generate new meshes with geometry nodes and add them to the sim on the fly
Not possible with the current implementation
the library version used is also newer so any improvement over the previous ancient version get baked in
@@jittertn NO thanks, I only use rigid body dynamics when destroying an existing model in an animated scene.
Generating new geometry during a destruction animation makes no sense to me.
@@AnabranAnimations Those are all great, and you should definitely keep using what works for you. I don't think this is intended to be or capable of replacing those dedicated tools anyway. This is going to be really useful for procedural effects and specialized simulations or tools. There are countless things you can do with this already. For example, creating a super fast object dropper that pre-calculates the physics and allows you to select different random physics based scatterings. Stuff that is literally impossible with the current physics system unless you intend to write an add-on.
Nice, Also Cough cough AFFINITY are now offering a 6 MONTH FREE TRIAL even if you've tried it before please cover this Mike !!
Cough, Affinity now owned by scummy Canva, which will likely bring subscriptions into play eventually.
This is great. What about UPBGE?
What about it? No one cares about UPBGE.
godot
Never fail to laugh when I see a lame advert for Photoshop after selecting one of your videos 😆🤣😂