Shroud was made to bring dynamic cloth physics to every platform
The Shroud Simulation Engine is fast. We’ve taken the methods for simulating the physics of cloth and turned them on their heads, creating the kind of code that modern processors are very good at running. Heavy SIMD use, efficient memory access, and fully exploited instruction and data parallelism have allowed Shroud’s raw performance to exceed that of other solutions. And with a design targeted towards multi-core processing environments, you’ll find that the effects you’ve been wanting are within your performance budget.
Cloth and more
Focus on Iteration
Streamlined for Cloth
Use your own subsystems
– Memory Manager, so that you know how much memory it is using
– Thread Manager, so that Shroud update jobs can be scheduled to run whenever and wherever you want them to
– Profiler, so you can get an accurate understanding of where your performance costs are
-Warning Message System, so that you route warning messages from Shroud to the most convenient place to view them, be it TTY, a log file, or on-screen
Works with your existing animation and rigid-body physics systems
We understand that keeping your game’s performance and memory budgets under control is a constant battle. When content is added to your game that puts it over-budget, tracking down the offending asset and replacing it can cause production delays and headaches for the whole team. That’s why we’ve built performance and memory profilers right into Shroud Studio. Now content creators can see the effect that each change they make will have on the simulation’s memory and processing requirements. Content that would overrun its budget can be found and fixed before it even becomes a problem.