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Author Topic: Physics deformed by HLSL shader code  (Read 226 times)

« on: February 23, 2014, 07:32:38 AM »
Can I deform a skinMesh by using HLSL codes in a script? I want something like soft-body physics damage effect that is not affecting the mass model and the collision detection models. If it can please someone to give me a simple demo of the shader code because I don't know anything for HLSL.
If we don't give up we can achieve the unthinkable!
« Reply #1 on: March 08, 2014, 10:58:52 AM »
i think Shadmar ir did something similar in one of his displaced water shaders, but shader coding is not one of my strengths, so i really couldn't be of much help...

it would be neat though, to be able to deform meshes in real time in RAD... using the vertex shader to set the positions...

also...

may be of some interest  look at Gene's Oddity Engine...

--Mike
« Last Edit: March 08, 2014, 01:20:49 PM by Mike Hense »
« Reply #2 on: March 08, 2014, 11:11:27 AM »
I think that I achieved it! But with bone animation.
Take a look if you want...

http://youtu.be/ajBShwGYeLQ
If we don't give up we can achieve the unthinkable!
« Reply #3 on: March 08, 2014, 03:03:15 PM »
i think Shadmar ir did something similar in one of his displaced water shaders, but shader coding is not one of my strengths, so i really couldn't be of much help...

it would be neat though, to be able to deform meshes in real time in RAD... using the vertex shader to set the positions...

also...

may be of some interest  look at Gene's Oddity Engine...

--Mike
shademar did make a script that deforms a skinmesh and turns it into ocean waves.
but if your looking for a modified version of this script so that it deforms the skinmesh when a area of 2 rigidbody's contacts I'm affraid your out of luck because all of our best scripters are no longer using 3drad or don't come to the forums anymore.
I be trippin!
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