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.
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?
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.