Physics Simulation
March 30, 2008
This is a second semester project. It is a physics simulation comprising of a deformable cloth object and rigid spheres. The user can interact with the surrounding cube by rotating it in two axis, add and remove spheres at any time and also record a try and replay it.
The physics are running a basic Euler integrator, with a very small time step though. The tessellation of the cloth is high, 20×30 vertices with one particle (point of mass) per vertex.
The collisions taking place are between planes and particles as well as between particles and particles. That being said, I must point out that all rigid bodies are treated as a single particle, while the cloth is, as expected, treated as multi-particle object. Hence a collision with the cloth is actually a collision between all its particles and the other object. No optimizations so far.
The whole thing is running in a single thread at the moment and it is VERY CPU consuming, but I intend to apply serious optimizations. Right now I am developing on an Intel T7500, so I have room to spare.
The system is designed as component-based, with lots of decoupling and great inter-component communication.
Source code for the project is available here.
March 10, 2010 at 3:46 pm
Cool video..looks great so far.
The cloth is impressive.