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Cool Mesh Generation Algorithm Made With Compute Shaders In Unity

Whether it's a cheeto or a tadpole, this mesh generation visualization shared by Game Developer Zolden is incredibly satisfying.

Game Developer Zolden has shared a weirdly satisfying video of an experimental mesh generation algorithm made with Unity and a compute shader for GPU computations.

According to the developer, it could be any object made of simulated points, while in the meshing video, the object is not simulated to let the mesh grow inside it. This object formed by physical points is part of an unannounced new project Zolden is working on, which is going to be a remake of some old game with physics.

If you're interested in the physical simulation of particle matter, triangulation, and compute shaders, Zolden has a comprehensive written guide on how to use compute shaders to perform computations on a video card with hair simulation used as an example.

Also, check out another cool custom retopology framework using particles for Blender shared by Jeacom:

Follow Zolden on X/Twitter for updates on his awesome game and programming projects and more learning materials featuring Unity, C#, C++, and HLSL knowledge. Also, don't forget to join our 80 Level Talent platform and our Telegram channel, follow us on InstagramTwitter, and LinkedIn, where we share breakdowns, the latest news, awesome artworks, and more.

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