Just a quick post. Have been fiddling with the graphics in my soft body game, and have implemented some basic shadow mapping and some specular highlights on the blob.
Seems to add a pretty nice sense of the 3D-ness of the blob, which was a bit lost when I made the colour darker.
I'm doing a far more straightforward extrude of the blob than the insane approach I outlined in my last journal. Now I'm using the positions of the actual physics bodies that form the outer ring. I'm extruding these out around a defined centre point and scaling them down using a sine-modulated function to make it curve, and doing a similar scale towards a fixed z-width using a cosine. Blah blah. Hard to explain.
The result anyway is a better quality blob than before with a far less complex generation routine so its all good.