I'd seen BeamNG used spring-mass systems for their deformation, but given that damage was limited to certain zones in GTA V, I'd assumed they used pre-authored damage morphs & debris meshes like everyone else. Got any links, it would be an interesting read?
As for the expense, requirements dependent, you might be surprised. I played around with soft body in Unreal a bit. A really performant PBD implementation was actually quite quick to get up and running. Non-linear Gauss-Seidel solvers can be heavily parallelized on GPU through clever clustering and graph colouring. Collision remains a bit of a sticking point - I got about half-way towards good results with low resolution proxy hulls, but then Unreal went and changed physics APIs.
I'd seen BeamNG used spring-mass systems for their deformation, but given that damage was limited to certain zones in GTA V, I'd assumed they used pre-authored damage morphs & debris meshes like everyone else. Got any links, it would be an interesting read?
As for the expense, requirements dependent, you might be surprised. I played around with soft body in Unreal a bit. A really performant PBD implementation was actually quite quick to get up and running. Non-linear Gauss-Seidel solvers can be heavily parallelized on GPU through clever clustering and graph colouring. Collision remains a bit of a sticking point - I got about half-way towards good results with low resolution proxy hulls, but then Unreal went and changed physics APIs.