Video here: https://www.youtube.com/watch?v=55g2WV_Q0_g
This project is about implementing solid mesh behaviours. Meshes are embeded inside simpler shapes, on which physics are computed, and then the results are brought back to the first ones. It is all about a labour of skinning.
- Mesh collisions to cuboids and spheres.
- Wind computation. Asset for random wind is included too.
- Attributes to adjust as desired. For example: gravity, stiffness, substeps, etcetera.
- Custom force impulses. This allows for further videogame implementation.
- Dynamic fixers.
- [MNBVC] to display different gizmos.
- [✕] fixer detection ON/OFF.
- [Z] applies an impulse to the mesh.
- [R] to reset bodies.