This is a custom cloth simulation built in Unity as part of my technical portfolio. The goal is to develop a system that reacts to forces (like wind and gravity), anchors, and collisions, using ...
Implicit crashes and not be taken into account. XPBD is better than PBD in the main thread may because I used Jacobi instead of Gauss-Seidel when writing PBD, but just look at the parallelization.
When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works. CloakWorks' middleware tool, Shroud, enables games and software to utilize dynamic cloth ...