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Description
Rigid bodies first
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Falling spheres/cubes, collisions, stacking, bouncing.
Easy to understand visually, low engineering risk.
Best “wow per day of work”. -
Cheap deformation tricks
Squash/stretch on impact (scale object briefly based on collision impulse).
Wobble shader (procedural displacement for jelly-like look). -
Morph targets between 2-3 meshes for “soft-ish” behavior.
Looks dynamic without expensive FEM/MPM. -
GPU-friendly particle/cloth-lite
Small cloth patch with position-based dynamics (PBD), low vertex count.
Or particle fountain/smoke impostors lit by your path tracer.
Keep counts low and cap update cost.
Best Hybrid Strategy
- Simulate at fixed low rate (30-60 Hz) with capped budget.
- Render progressively as usual.
- Update only a few dynamic objects each frame.
- Freeze physics when camera is moving fast, resume when idle.
Great Demo Feature Set
Physics Sandbox Mode
Press F to drop objects into scene.
Press R reset.
Material picker: rubber/metal/glass.
Impact Deformation Mode
On collision, spheres flatten then recover in 200-400 ms.
Show toggle “Deformation ON/OFF”.
Interactive Trigger
Click to apply impulse (“poke” objects).
Audience participation instantly increases engagement.