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@@ -6,7 +6,15 @@ For breaking API changes see [this document](https://github.com/jrouwe/JoltPhysi
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### New functionality
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-* Added interface to run compute shaders on the GPU with implementations for DX12, Vulkan and Metal. These interfaces can be disabled by setting `JPH_USE_DX12`, `JPH_USE_VK` and `JPH_USE_MTL` to `OFF`. To build on macOS, you'll need to have dxc and spirv-cross installed. The easiest way to install them is by installing the Vulkan SDK.
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+* Added interface to run compute shaders on the GPU with implementations for DX12, Vulkan and Metal. These interfaces can be disabled by setting `JPH_USE_DX12`, `JPH_USE_VK`, `JPH_USE_MTL` and `JPH_USE_CPU_COMPUTE` to `OFF`. To build on macOS, you'll need to have dxc and spirv-cross installed. The easiest way to install them is by installing the Vulkan SDK.
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+* Added a strand based hair simulation running on GPU
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+ * System is based on Cosserad rods.
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+ * Can use long range attachment constraints to limit the stretch of hairs.
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+ * Supports simulation (guide) and render (follow) hairs.
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+ * Hair vs hair collision is handled by accumulating the average velocity in a grid and using those velocities to drive hairs.
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+ * Supports collision with the environment, although it only supports ConvexHull and CompoundShapes at the moment.
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+ * The roots of the hairs can be skinned to the scalp mesh.
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+ * Note that this is still work in progress, some things that still need to be done are listed in Hair.h.
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### Bug Fixes
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