Real-Time Soft Body Dynamics for Video Games | Two Minute Papers #103

29 Oct 2016 · 3 min
3:11

Sam explains how to simulate soft bodies like cloth and noodles in real time for games. The trick is parallelism: graph coloring lets you split the work so hundreds of GPU cores run independent tasks at once, hitting 60+ FPS with stable physics.

Questions this video answers

Approximately 15 milliseconds per frame.

Over 60 frames per second (comfortably).

Four to eight logical cores.

Typically in the order of hundreds of compute units.

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