Upcoming Optimization to Collision Detection System - Beta Test on Mac Clients soon

Hey Roblox, NVIDIA recently released a paper on optimizing point collisions on Signed Distance Fields and I believe this could be implemented in Roblox. It might make cloth physics possible, I’ve been trying to implement it myself but I’ve been too busy with a game. Check it out, it’s worth a shot, you guys are good at math: https://mmacklin.com/sdfcontact.pdf
There’s also a 2 minutes paper video on it: https://www.youtube.com/watch?v=ooZ9rUYOFI4&t=269s

I’ll try to implement this myself anyway in a month or two :v:

9 Likes

Farming and Friends has tons of vehicles and this would really help us. We would like to test. Game ID: 2722997517

Link:
https://www.roblox.com/games/2722997517/Test-Version-Farming-and-Friends

We’re not changing behavior, only optimizing existing logic for now.

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The 55-joint characters, what kind of joints are they using? Things separated by simulated joints are still going to be their own Broad Phase entries.

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Ah, that’s a bummer. Are there any plans to implement this in the future? It would be extremely beneficial for development.

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Motor6D type joints. I do the same for Vehicles.

Okay yeah, that will be a single assembly, will probably help as well since Motor6Ds still keep it as a single assembly.

FYI: I won’t be enabling these today or tomorrow due to Thanksgiving. Next week is when I will start testing the first batch of places. I will list them in this thread and will post before I plan enabling to make sure everyone has plenty of time to be aware!

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My group’s game “Survive a Plane Crash” would benefit Roblox with valauble feedback with this beta feature

The way the plane works is it is hundreds of welded parts + mesh parts to a main part acting as a single object, when it collides with the ground the weld is broken with each individual part through a series of onTouch functions with an invisible wall going through the plane front to back (the breaking part moves via body* objects). This update seems like it would benefit my system, and I would like to beta test to help out before the global release.

My main server ID: 4272052925

Test server ID: 1144933879

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I’d like to participate, the game sports a multitude of pre-made characters with many welded parts.

Place ID: 1079644652
https://www.roblox.com/games/1079644652/Databrawl

Would be interesting to see how this affect longer vehicle performance - 5950878802

I would like to volunteer.

Place Id: 242876658

https://www.roblox.com/games/5094923453/SURVIVE-THE-NIGHT-ALPHA-THANKSGIVING-SALES

This update sounds nice. I had to completely remove a feature from my rig ai just to prevent the game from imploding on itself.

I’d like to volunteer!

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The mighty lagmachine Eclipsis steps up to the plate with ID 617834035

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Place ID - 4666288269

I think my game will be perfect for testing. It is a hack and slash game containing a mass amount of humanoids, welded parts that make up physic instances, uses Raycasts, FindPartsInRegion3, TouchEvents, and GetTouchingParts.

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https://www.roblox.com/games/4410049285/Driving-Simulator

Looking forward to the improvements!

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PlaceID is 5814751791

https://www.roblox.com/games/5814751791/VR-Islands-Beta-0-2-1

You cant go wrong with a physics sandbox game, right? We use pretty much everything you want tested except for GetTouchingParts I believe.

I can help you with this 5093622192

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The place I use features a lot of destruction and construction. You can snap whole towers in half with explosions, all the building is held together by a weld system I cooked up really quick.

Here is the PlaceId: 3764135608

Definitely interested in taking some time to volunteer to test!

Place ID: 5911543773
Place Link: crazy testing - Roblox

1 Like

I was just wondering about this the other day. I’d be great to test with large amounts of humanoids, raycasting, and touch events. Amazing job!

Place ID: 5039627998