2. Euler Integration
Simplest method of moving particles and objects
Need to keep track of object position and speed
Each frame/time step add speed to position:
X = X + speedX
Y = Y + speedY
4. Verlet Integration
Also fairly simple, but expandable to be more
accurate (outside scope of this talk)
Need to keep track of object current position and
previous position
Each frame/time step, calculate distance
travelled since last time, and add to current
position:
X = X + (X - oldX)
Y = Y + (Y - oldY)
16. Relaxation
Loop over constrain step multiple time to
pull points together and make final result
more rigid
Less constrain loops means a more bendy
and bouncy structure
17. Engine Upgrade: Fixed Points
Fixed points do not move – other end of
stick does all the moving
18. Structures & Towers
Adding fixed points allows us to build fixed
but flexible structures
Towers (fixed points on ground)
Bridges (fixed points on either edge of a gap)
Dangling ropes (fixed point above rope)
23. Engine Upgrade: Stick Length
Tolerance
Sticks previously had set length
Modify sticks to have min and max lengths.
Soft body dynamics possible due to addition valid
solutions
24. Blobs
Blobs attempt to mimic gooey / gelatinous
objects
Multiple different configurations:
Centre point makes blob seem more solid
Double skinning helps stop edge points glitching
More tolerance in inner sticks makes for a flatter,
more dynamic blob