@@PG13park agreed! I have a VR interaction system in progress where you can bend and break all 3D meshes in real time. It uses the job system with burst, but not ECS (although it's probably compatible) Planned to be released September or October! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-GS6sUZN1I5A.html
@@DevDunkStudiowoah that sounds awesome. Can’t wait to see how it turns out. I am planing to use RayFire, but have not looked into the performance yet? I’m guessing it’s not great and an asset like what your talking about would actually help so much with the game I’m working on. Some examples I’m thinking of are pouring Liquid Metal into a mesh to forage weapons and tools. If you made almost liquid meshes and then could freeze the vertices after “the metal cools” that would be awesome. Also breaking stuff is just so awesome in VR and needs to be a part of every game.
I just wanted to mention this is a really good video which shows the basics in a clear, understandable way. I've just implemented some stuff on Jobs, so I went through a bunch of learning to get there. This video was recommended to me, and I watched it to see whether I've missed something. I learned something from the final Advanced section, thanks!
This feels like it could be a foundation for a dynamic LOD & Clustering system similar to nanite. Attach a job to the camera that grabs all of the meshes in view tagged somehow. Then depending on their distance from the camera reduce the verts. Of course you want a way to maintain the silhouette so possibly that’s vertex colors on the hard edges to mask them off. But I’m just shooting in the dark here
@@DevDunkStudio I wonder when that’s going to get published. I haven’t seen much on compute shaders this is the second time I’m seeing them mentioned. Might be worth a look
@@DevGods compute shaders is basically running parallel code super fast on the GPU. High end features on HDRP and Unreal 5 use this a lot to make their features, as it's incredibly performant.
also not the best one, mesh deformations you should best do on the gpu through a shader, if its only the visual side of the mesh. Just for the reason that it could mislead some watchers to do such stuff like this instead over the gpu is confusing.
To add to this, my current project is using CPU mesh deformation for easier developer integration for a Unity Asset (and the GPU for standalone VR is the bottleneck, making this faster than running a lot of calculations on GPU, but that's something else). This also is the reason why I chose mesh deformation, as I knew this would show a big performance increase. For most projects mesh deformation indeed is faster on the GPU indeed. I hope this still teaches some people on how to work with jobs and burst 😁
@@DavidZobristGames fair enough, it took me a while to get used to multithreaded code. ECS is a beast I am fighting in my free time, but it's very different than regular coding