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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
Languages
Tools
Concepts
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Toc

Table of Contents (19) Chapters Close

Preface 1. Vectors FREE CHAPTER 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints A. Advanced Topics Index

Cloth

We can use springs to model interesting soft body objects. Unlike a rigidbody, a soft body can change its shape. In this section, we will use springs to simulate cloth. Cloth is implemented as a point mass system. In a point mass system, every vertex of a mesh is represented by a particle. Every particle is attached to other particles by springs to force the object to maintain its shape.

If we arrange all the particles representing the vertices of a cloth in a grid, we can connect every row and column using springs. These springs are the structural springs of the cloth:

Cloth

This, however, is not enough for an accurate simulation. If we set any one of the particles to have infinite mass so that it does not move, the cloth will collapse into a rope. We can improve the structural integrity of the cloth by adding shear springs. Shear springs connect every particle to its neighbors diagonally:

Cloth

Having both structural and shear springs makes the cloth behave as expected in the scenario where one...

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