250,000 characters, one scene, all real.
In the Hasterza every character walks with its own physics, shoves through the crowd, finds its path, and ragdolls on explosions. Physics + animation + navigation + ray tracing, all on the GPU. Simulating 250k agents takes just a few ms.
@slopa_io a standard Mixamo-style rig: 65 joints, ~49k triangles.
But crowd renders with zero bones at runtime. (baked into a vertex-animation buffer)
"what do you raytrace here?" I didn't quite understand that. If you're asking about the graphics: ReStir + Sharc + DLSS Ray Reconstruction
250,000 characters, one scene, all real.
In the Hasterza every character walks with its own physics, shoves through the crowd, finds its path, and ragdolls on explosions. Physics + animation + navigation + ray tracing, all on the GPU. Simulating 250k agents takes just a few ms.
@valigo "Instead of admitting that it's idiotic, C++ people slapped "idiom" stamp of approval on this and use it for job security and interview humiliation rituals."
π€£π€£π€£
Grok, I'm writing a C++ standard proposal for a new constant representing the cache line size. Can you help me make the name as long and unintuitive as possible so it can live up to C++ standards?
I completely revamped my website with the help of AI. But what made me happiest was being able to create a page dedicated to my cats.
My cats are now on a space mission! ππ
To discover each of their unique stories and photos:
https://t.co/jJYaOwOoaK
GASP π«’ The Game Animation Sample Project is back with a brand new update for UE 5.8!
Grab it today and prepare to get physical with new physics, motion matching, interaction, and Control Rig features and more: https://t.co/w3qZjXKGvv
1,000,000 rigid bodies. All simulated on the GPU.
No GameObject per body. No CPU readback β the CPU never sees a single pose, or even how many got drawn. Bodies, broadphase, solver, culling and the instance stream all live on device.
Then I dropped four tornadoes on it.