{
  "$type": "site.standard.document",
  "bskyPostRef": {
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    "uri": "at://did:plc:dxjzgxe7cvirxkwfjr2tjspt/app.bsky.feed.post/3mk3hx3nn3ww2"
  },
  "path": "/t/april-2026-monthly-wip-screenshot-thread/49458#post_4",
  "publishedAt": "2026-04-22T04:28:45.000Z",
  "site": "https://hub.jmonkeyengine.org",
  "tags": [
    "SE3D version 3.0 features a significant performance improvement in physically based cloth simulation"
  ],
  "textContent": "SE3D version 3.0 features a significant performance improvement in physically based cloth simulation\n\nI’m continuing to update my editor.\nIn the latest update, I improved the performance of soft body objects.\n\nCompared to the previous version, FPS increased from 14 frames to 72 frames in the same test scene!\n\nMy optimization principles and steps are as follows:\n\n  1. Based on the skeleton and weights, extract a sub-mesh (SubMesh) from the original model mesh (OriginMesh).\n\n  2. Simplify this sub-mesh (Parameter Reduction) to generate a simplified mesh (SoftMesh) for actual cloth simulation.\n\n  3. Bind the OriginMesh to the SubMesh, and then bind the SubMesh to the SoftMesh.\n\n  4. Perform cloth simulation on the SoftMesh.\n\n  5. Copy the SoftMesh data back to the SubMesh, and then copy the SubMesh data back to the OriginMesh.\n\n\n\n\nThis avoids directly using the complex original mesh for cloth simulation.",
  "title": "(April 2026) Monthly WIP Screenshot Thread"
}