~/talk

Causing Chaos: Physics and Destruction in UE4

Talkat SIGGRAPH 2019 · 2019-07-28..08-01· [game-development]
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Unreal Engine 4 ships a new Chaos system for real-time destruction that authors fracturing, clustering and connectivity inside the Editor via GeometryCollection assets and Fields that control strain, mass, sleep and anchors. Demos use runtime or cached playback (interactive caches) so 300–400k pieces can be played back and a few hundred activated on impact. Collision and break events feed AI, NavMesh and audio; Intel tuning adds ISPC vector code for roughly 3x solver speed; early access arrives in 4.23.

AI-written summary · about

  1. 0:00Intro
  2. 3:08Chaos Demo
  3. 6:13Realtime/Prebaked
  4. 8:48Chaos is a System
  5. 9:31Examples
  6. 11:13Navigation
  7. 12:34Al Reactions
  8. 13:51Detecting Damage
  9. 14:44Detecting Debris
  10. 15:19Cover Invalidation
  11. 16:10NETWORKING
  12. 18:05Geometry Collections
  13. 19:17Fracture in Unreal
  14. 19:32Sub-Fracturing and Levels
  15. 19:55Performant Simulation Through Clustering
  16. 20:35Clustering with Auto-Cluster
  17. 21:22Connection Graph
  18. 23:03Anchor Fields
  19. 23:24Chaos Field System: Strain
  20. 24:03Chaos Field System: Sleep, Disable
  21. 24:50Large Scale Simulation Caching
  22. 26:17The Tech Behind Chaos
  23. 28:34Niagara
  24. 30:14Interactive Caching
  25. 31:34Physics Thread
  26. 34:50Destructible LODS
  27. 36:21Dynamic Strain Evaluation
  28. 39:11Making Chaos Faster
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