~/talk

Causing Chaos: The Future of Physics and Destruction

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Chaos is Unreal’s new physics engine that fractures and simulates real-time destruction using editor-native GeometryCollection assets, supports true non‑convex collisions, and records simulations to cache for prebaked cinematic playback while allowing runtime reactivation. Artists control breakup with clustering, a Connection Graph, and Strain Fields plus Anchors and Disable/Sleep Fields to balance fidelity and perf. Engine uses ISPC vectorization and a decoupled threading model, and the demo fires a 120mm cannon on a standard high‑end PC.

AI-written summary · about

  1. 0:00Intro
  2. 0:19Session Overview
  3. 3:34Chaos Demo
  4. 7:04Realtime/Prebaked
  5. 8:28Chaos is a System
  6. 9:17NETWORKING
  7. 9:49Planned Chaos...
  8. 10:48Geometry Collections
  9. 14:12Fracture in Unreal
  10. 15:27Sub-Fracturing and Levels
  11. 15:49Performant Simulation Through Clustering
  12. 16:58Clustering with Auto-Cluster
  13. 17:32Connection Graph
  14. 18:53Large Scale Simulation Caching
  15. 20:04The Tech Behind Chaos
  16. 20:21Non-Convex Collisions
  17. 22:00Anchor Fields
  18. 22:46Chaos Field System: Strain
  19. 24:15Chaos Field System: Sleep, Disable
  20. 24:47Sleep / Disable Field
  21. 27:17Niagara
  22. 28:06Interactive Caching
  23. 29:16Physics Thread
  24. 32:39Destructible LODS
  25. 34:42Making Chaos Faster
  26. 39:14When to Use ISPC?
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