Realtime deformation of a stack of noodles, using Bullet
Posted: Tue Aug 31, 2010 3:41 pm
Hi Guys !
I made the following test, recently.
Despite the obviously flabby nature of these meshes, I didn't use any soft body at all.
This is simply a polygon mesh, skinned & bind to a dozen of bones. Each bone was assigned a sphere shape, each sphere being linked to the next one using a "point to point" constraint.
The result is quite close to my expectations
The whole test was made using the GameStart 3D engine (that includes Bullet).
Please Enjoy