#Possible *Simple* Softbodies Remake

1 messages · Page 1 of 1 (latest)

vagrant dove
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Im thinking about remaking simple softbodies and having a much more performant version of it using possibly some simple math/visual trickery with sprites/wireframe-esc lines to make it look and run better (pretty much a complete rework from the ground up)

Any suggestions for what should be added as features, say color of cloth, maybe I could do like a thing where it could tear, etc. are welcome and may be taken into consideration

supple kraken
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I've seen your prior work and really like what you've done. I would like to see flexible 'grids' of simulation - so it could be tuned to purpose. Perhaps I'd want to put a sail on a boat or something, or drape a curtain for an interior set. Even something that did the initial setup then 'froze' the values to capture the structure would be cool.

vagrant dove
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I like that idea being able to freeze it or use it connected to surfaces

supple kraken
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It could yield some complex surfaces that aren't possible with pure modeling. In any case, I would like to see what you do with your framework.

tulip jungle
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  • Take a 'knife' and cut any of the connections
  • Simulated Pressure
  • Collision between multiple softbodies
vagrant dove
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Btw to clarify I havent started this but plan to soon IDK how long itll take lmao

tulip jungle
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Goodluck with performance,
If you want you are welcome to use my point system as a base

vagrant dove
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Honestly im a masochist so Ill probably start from sratch and if it goes horribly ill look into that

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I was thinking about maybe using almost see through voxes jointed together and sprites stretched across them but that might be a bit jank that be my first test tho

tulip jungle
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Oo that’s jank but something that I’ve wanted to try for a while, rendering meshes.

Goodluck

supple kraken
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I rewrote a coordinate generator three different times

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(and the function at first was several hundred lines)

vagrant dove
vagrant dove
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Starting to work on it :) a single space between the voxels improves perf quite a bit (I'm guessing bc of less collisions) this is still self colliding

supple kraken
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I wonder if you can selectively 'sleep' the voxels to improve performance

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As in, no 'jitter' so it doesn't simulate small movements

vagrant dove
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probably would just internally fight with the settling system lol

supple kraken
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Entirely possible, lol

vagrant dove
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imma try to space it out to 2 voxels here

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got it to 2

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now time for a sprite line system to cover the gaps

vagrant dove
supple kraken
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Interesting, so you have the sparse voxel grid with sprite overlay. Cool

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Seems to perform well in that sample

vagrant dove
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seems decently performant (cloth doesnt like to be stacked tho lol)

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Id prefer to use a tri mehod and make the point between 2 voxels determine width / height

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might do that if I dont become lazy

supple kraken
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Interesting, I await more vid test results 😎

vagrant dove
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its just with the tri system I cant think of a way without manually doing each point probably a pattern since I have it in an xml woth copied rows

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just need to look into it

supple kraken
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Or just use two points and get the third using trigonometry, pythagorean theorem... I might have a helper function somewhere

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Assuming right-angle triangles of course

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you could get the midpoint of the hypotenuse

vagrant dove
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its not that its just knowing which voxes to connect to which

supple kraken
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Well, depends on how you did it -- does it dynamically spawn or did you just build it manually

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I'm guessing you built it, because spawning joints is tricky

vagrant dove
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its spawned in an xml that is assembled im sure theres a num pattern I just dont feel like looking at it rn

supple kraken
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ah ok

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So you'd have to enumerate their handles and then figure out connectiveness, I see

vagrant dove
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heres more cloth for you

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one sec

supple kraken
# vagrant dove

lol how you froze one corner and it was whipping around... cool motion from the physics engine there

vagrant dove
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Wireframe

vagrant dove
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Guess I should mention it is purely visible and was a pain in my bottocks to get working and acts a little weird when broken but its fine

tulip jungle
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Are those point collisions or are the collisions from the voxels?

vagrant dove
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Collision from voxels

upper escarp
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one thing you NEED to do is make it lighter

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i dont if its possible but you need to try to

vagrant dove
upper escarp
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uhmmm