can simulate custom physics simulation in unreal engine using shader(HLSL)?
I want to simulate spring-mass simulation.
is there good idea for this?
you can run custom compute shaders on the RHI or RDG (is async layer on top)
it all depends what you want to do but technically it’s relative simple. the logic is you prepare data for compute shader, bind it, execute, and read data back, process it, and repeat.
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thanks! i will try it