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GPU simulation of multiple bodies using position based dynamics

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drzhn/ProceduralBodies

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ProceduralBodies

Playdead's "INSIDE"-inspired GPU simulation of multiple (up to 8000) connected bodies. Instancing, collision detection, skinning, inverse kinematics are fully calculated on the GPU. I used Unity3D batched RaycastCommand for detecting collision with ground.

Based on the Position Based Dynamics article.

Demo