I tried replacing some of the sample scene objects with the more complex “Armadillo.ply” object and the simulations run incredibly slow. I noticed it was most likely because they were using skinning to map the voxel particles back to the original mesh. For a truly rigid body ( yet movable and non static ), is there a way to simply get the world matrix for a rigid group of particle instead so that we don’t have to use skinning?
I guess one could take 3 of the vertices and recompute a new matrix relative to where the vertices were originally and use that to render the mesh.