Integrating Cubiquity with Unity3D physics

Time for another update on the Unity3D integration 🙂 Over the last couple of weeks we’ve been mostly focused on getting Unity’s collision and physics system working with the data which comes out of PolyVox/Cubiquity. You can see in this video it has come together quite nicely:

As you can imagine, it is spawning cube meshes to replace the destroyed voxels and then applyng forces to them to simulate the explosion. Unity’s physics system then takes over to handle the collision response and bounce the cubes around the terrain. The current implementation is not optimal as it just uses the rendered mesh as a collision mesh (there exist more efficient approaches) but for now we’re just trying to get the various pieces of the system in place.

If you want to play with this yourself then you can download the latest test build below:

Note that this is a Unity project so you’ll need Unity installed to run it. You then need to open the project, open the only scene, go to ‘Cubiquity->Import Colored Cubes Volume from VolDat’ from the main menu and then press Play.

I’ll try to provide a stand-alone test in the future but I need to work out some stuff about packaging resources first. In the mean time let us know if you have any questions or feedback.

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About David Williams

David is a post-doctorate researcher at the University of Groningen, The Netherlands, where he is investigating GPU computing. Prior to this he worked in the games industry and wrote graphics/engine code for a number of PC/PS3/XBox titles. As well as making games he occasionally enjoys playing them, and also sometimes gets outside to do some photography.

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