ZOZO's Contact Solver for physics-based simulations
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Re: ZOZO's Contact Solver for physics-based simulations
#2Re: ZOZO's Contact Solver for physics-based simulations
#3Re: ZOZO's Contact Solver for physics-based simulations
#4claude 19 commits, +21,000 lines
Re: ZOZO's Contact Solver for physics-based simulations
#5Not realtime, seconds-minutes per frame.
Re: ZOZO's Contact Solver for physics-based simulations
#6Not realtime, seconds-minutes per frame.
Is your comment here to refute a claim you saw somewhere, or to simply point this out? I wouldn’t expect this to be real-time, given the complexity, nor do I believe it needs to be in order to be useful.
Re: ZOZO's Contact Solver for physics-based simulations
#7Re: ZOZO's Contact Solver for physics-based simulations
#8Re: ZOZO's Contact Solver for physics-based simulations
#9Re: ZOZO's Contact Solver for physics-based simulations
#10Not realtime, seconds-minutes per frame.
Is your comment here to refute a claim you saw somewhere, or to simply point this out? I wouldn’t expect this to be real-time, given the complexity, nor do I believe it needs to be in order to be useful.
I agree it doesn't have to be real-time to be valid, I think my mindset just goes to physics in video games which are usually real-time when I see contact solvers or most other things related to simulations.