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We can make semi-rigid bodies in verlet using strings are shape matching techniques, but the pressure needed to maintain shape necessarily interferes with stacking or any other kind of stable contact. Actually, their was a solution to this in a shape matching paper by Matthias [1] but I was never able to get it to work right.

I've played around a lot with Verlet, it is very powerful in certain cases...especially since you can just update the position of a mass directly (very easy to program, very mouse/touch input friendly). However, a rigid body physics engine is probably better for most game use cases.

[1] http://www.matthiasmueller.info/realtimephysics/



Cool, thanks for the link!




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