 Greetings. Much time has passed but I'm back. Today's item is a mini physics engine with point masses, constraints and damage. It uses verlet integration, basically as described in this article: Advanced Character Physics by Thomas Jakobsen but gradually deviating from it. Main difference so far is that I don't just resolve each constraint in turn, I get the amount each constraint wants the point to move first and then sort of mix them. I basically just wrote this thing to avoid going insane, but I am going somewhere with it. Whether I get there is another matter entirely. Currently the issues I have are that friction depends on how many iterations I run through the solver (since it's not represented as a force) and my constraint breaking feature is, er, broken (deformation is fine).
I was going to put up a video but line graphics really don't compress well, so here are a few screenshots instead.
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