-
Hi,
I am trying to implement an XPBD cloth simulation with the bilateral bending constraint model using RXMesh.
To compute the bending constraint for an edge, I need to first access its two adjace…
-
Research possible alternatives and implement one. Remember to expand bounding volumes to account for movement during XPBD substeps. XPBD uses AABB trees, but I feel like a hierarchical grid might be t…
-
Many joint types (and contacts with two contact points!) require more than one constraint (up to three in 2D as there are three degrees of freedom, but possibly more with inequality constraints I thin…
-
`PositionBasedDynamics` is really a nice work! and btw I wonder if XPBD & IBOS would be implemented in the future? :-)
-
Hi,
Its really cool to see more people getting involved in bringing XPBD to Unity. Just curious, do you have an example scene using this?
Thanks and great work!
-
Hello,
First of all, sorry to ask this question in the current repo, but I couldn't find the answer anywhere else. Have you, guys, ever tried to compare Mass-spring Cloth model to the PBD Cloth? I…
-
Hi, and first of thanks for the interesting code contained in this repo.
I cam here hoping to find a reference implementation of 'Detailed Rigid Body Simulation with Extended Position Based Dynamic…
-
~~This is gonna be important if I want projectile shooting in my games - current testgame bullets frequently get the wrong collision normal and sometimes even tunnel~~
Edit: with XPBD and substepping…
-
The Kid from IWBTG -style character. This requires a lot of things so it should be a nice guide for stuff to implement next.
We'll need:
- [x] Lock rotation of a rigid body
- projection solutio…
-
[This method](https://matthias-research.github.io/pages/publications/PBDBodies.pdf) comes with quite a few benefits over the way I'm currently doing things. Substepping for improved accuracy and energ…