I am using verlet integration to simulate some tentacles. So far it works great and I am satisfied with how it looks in general. Here is how a tentacle is built: The very stiff sticks are colored ...
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.
Further to my previous question on fixed joints, I am now going toe-to-toe with hinge joints in 2D physics. Though the answer to the previous question was excellent, I have come across a few problems ...
I'm developing a simple, 2D physics system to complement an entity/component game object framework. So far, I have implemented some basic, tutorial-level physics. An entity that is affected by physics ...