Comments (3)
Soft body physics is still in development but I haven't had much time to work on it lately.
Soft body vs soft body is something that I eventually want to support, but there are a lot of other things that have higher priority such as:
- Further optimizing and parallelizing the simulation
- Optimizing collision tests against soft body (= currently O(number of surface triangles))
- Collision listener callbacks
- Implementing missing interfaces like AddLinearImpulse etc.
- Supporting buoyancy
I'm wondering if an example/sample could be made showing a comparable process in Jolt?
I have put this on my list.
Tangentially, in terms of trade-offs relative to Jolt's approach, I'm wondering if anyone knows how MuJoCo's new "flex" based soft bodies work?
I haven't really looked into this, so I can't say much about this.
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I literally gave it a try and was really happy with the result so far
It's complicated to see through, but yeah, past self collisions which are lacking, the animation looks beautiful.
Well done; really.
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Also I haven't tried creating my own models yet, but think MuJoCo uses (or requires use of) gmsh and I also saw this comment:
To convert from tri-mesh to tet-mesh we used fTetWild.
and they end up with a tet-mesh that has more fidelity closer to the surface of the model, like this:
I'm wondering if an example/sample could be made showing a comparable process in Jolt? I.e. starting with a surface mesh (or an SDF, perhaps) and ending with a simple demo that drops a couple of them on top of one another (once soft-soft collision is supported).
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Related Issues (20)
- Some userdata variables are still uint32_t HOT 2
- Support multiple collisions per vertex for a soft body
- CharacterContactListener: add OnContactPersisted and OnContactRemoved HOT 3
- Should DecoratedShapeSettings allow for raw pointers in its constructor? HOT 3
- Epsilon values in asserts causing issues in Debug builds HOT 9
- Automatic transmission HOT 2
- Crash in SkeletonMapperTest sample HOT 3
- [MSVC] Internal compiler error
- Compile error on Sample project HOT 5
- [Question] I intergrate JoltPhysics into my project with exception thrown HOT 1
- Is it possible to cast sphere ? HOT 2
- Misaligned ABI when using JPH_DOUBLE_PRECISION causes a problem on the VirtualCharacter HOT 13
- Slow HeightfieldShape Save/RestoreBinaryState HOT 2
- Poor performance with high amount of static colliders HOT 1
- Why the character cannot collide with the floor ? HOT 1
- [Feature Request] CharacterVirtual needs support for enhanced internal edge removal HOT 4
- Problem serializing/deserializing BodyCreationSettings with sRestoreWithChildren HOT 2
- GCC 14 inlining failed in call to always_inline HOT 2
- Annoying identical color HOT 2
- Assert hit on a scene without constraints w/ `JPH::TempAllocatorMalloc`. HOT 1
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