Well I have come to a road block in my quest for cool physics using the verlet integrator. Strickly, due to my disadvantages in math or programming. Many details are missing from my verlet system.
For those of you familar with the article on advance character physics, there are many pseudo-code examples missing to explain how to deal with angular constraints, collision (blitz collision), and friction.
My goal is to implement the verlet system for all physics needs to include cloth, jelly, rigid objects, vehicle suspension, character articulation, and particle effects. I know that it can be achieved, but, I struggle.
What I have been able to achieve: I have been able to create a tetrahedron rigid body and get it to bounce/move around in a virtual cube 1000x1000x1000. But, this is the only extent of my success. If anyone has successfully achieved any of these feats mentioned, I'm literally beggin for assistance in understanding how (layman terms).
For those of you familar with the article on advance character physics, there are many pseudo-code examples missing to explain how to deal with angular constraints, collision (blitz collision), and friction.
My goal is to implement the verlet system for all physics needs to include cloth, jelly, rigid objects, vehicle suspension, character articulation, and particle effects. I know that it can be achieved, but, I struggle.
What I have been able to achieve: I have been able to create a tetrahedron rigid body and get it to bounce/move around in a virtual cube 1000x1000x1000. But, this is the only extent of my success. If anyone has successfully achieved any of these feats mentioned, I'm literally beggin for assistance in understanding how (layman terms).