Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About miqvp22

  • Rank

Personal Information

  • Interests

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. miqvp22

    Softbody Verlet Integration Deformation

    I solved it by adding this line to my code: if(difference > 0.1f) stick.length = deltaLength; It is working like a mass-spring elastic limit. So, If the deformation difference is higher than the beam default relaxed length, I set ‘restitution’ its default length. Like a metal chassis would. But thanks for this other solution!
  2. Hello, I have implemented a structure based in Node (particles) and Beams (edges), to perform a cloth simulation. ( like BeamNG does to perform deformation physics ) I'm wondering to know how could I stop constraint relaxation dynamically after some crash, to simulate a car chassis crash and avoid a complete recovery due to constraint solving. (this is my current constraint solve code, more in http://web.archive.org/web/20080410171619/http://www.teknikus.dk/tj/gdc2001.htm ) Thanks
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!