Saturday, June 5, 2010

Practicing quadrupel windsor



Starting to get soft body stacking and interaction in place. Especially the friction between two soft bodies is a little tricky. This is not a fake rigid body interpolation, but a true particle representation, which can compress to a single point and then return to it's original shape. It's quite expensive to be honest, since it takes more than just the regular verlet loop to get this kind of stability, but demo runs at 60 FPS.

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