Is it possible to procedurally generate stable structures out of rigidbody objects at a reasonable runtime speed? Imagine Angry Birds's levels kind of structures but generated procedurally.
In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the ...
In my project I am working on automatically deforming an arbitrary mesh with respect to another arbitrary mesh, within the context of user generated content, similar to this deformer being developed ...
I have drew a hemi-sphere by myself, and would like to do basic jellyfish animation by animating the vertices of the hemi-sphere. I tried a lot of experiments but it seems I'm doing it wrong. I need ...
I am doing a simple 4X strategy game in space where each node is a point-of-interest (a planet, an asteroid and etc.). To randomly generate a map, I would follow the steps below Decide how many ...
I find that a dead creature falling realistically is boring. I wonder, has any game implemented an animation system where the model moves depending of the muscle forces and the velocity of the limbs, ...