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Burst Softbodies - Parallelised Shape-Matching

This is a commented implementation of the paper Meshless Deformations Based on Shape Matching in Unity, using the C# Job System and Burst compiler available in Unity 2018.1 onwards. It also uses GPU based indirect drawing, to speedily visualise points pulling from a texture. It can handle several hundred thousand particles in under 16ms (machine-dependent!).

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Implementation

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