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Real-time physics #28

@pmudry

Description

@pmudry

Rigid bodies first

  1. Falling spheres/cubes, collisions, stacking, bouncing.
    Easy to understand visually, low engineering risk.
    Best “wow per day of work”.

  2. Cheap deformation tricks
    Squash/stretch on impact (scale object briefly based on collision impulse).
    Wobble shader (procedural displacement for jelly-like look).

  3. Morph targets between 2-3 meshes for “soft-ish” behavior.
    Looks dynamic without expensive FEM/MPM.

  4. 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

  1. Simulate at fixed low rate (30-60 Hz) with capped budget.
  2. Render progressively as usual.
  3. Update only a few dynamic objects each frame.
  4. 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.

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