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Blob physics simulation

Discussion in 'Scripting' started by klindeman, Jun 23, 2006.

  1. klindeman

    klindeman

    Joined:
    Jun 13, 2005
    Posts:
    295
    So I have been implementing a blob physics simulation in Unity via the guidance given by this article. I have pretty much got all the verlet figured out. It draws, and you can move points around, and the other points react. I am not sure how I should go about collisions with a level. FYI: This is a 3D graphics in 2D gameplay type of game. Any ideas? I am using the Mesh interface to make the model show up in game.
     
  2. Morgan

    Morgan

    Joined:
    May 21, 2006
    Posts:
    1,223
    That's pretty cool. Are you using the double-skin method?

    For collision, could you attach sphere colliders to, say, every other point on the inner skin, with a radius that would match up with the outer skin?
     
  3. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,324
    Yay, gamedevelper magazine! That mag needs to be 3 times as thick, it always seems a little skimpy when it arrives in my mailbox ;)

    The first thing that comes to mind would be to create a box collider at each vertice to corform to the outer skin of the blob.