Open kevinlu1248 opened 3 years ago
It is not an easy task to create a rope in all physics engines. To the best of my knowledge, the only way to simulate rope is using joint segments/springs. The following links may be helpful: Stackoverflow: How to create rope pymunk joint document
As an update on this, I actually do have something functioning, although it does have quite a bit of overhead and it has some strange rippling effects. Further, it can move through objects when moving too fast. I will send a video later showing this.
Brief example of a point trying to run away while leashed to two nails.
It's basically a chain:
But then every frame I get a spline interpolator to smoothen the curve:
At the moment, I'm facing a few issues with this implementation:
On the other hand this method does produce a decent rope without too many chains at a reasonable level of performance. I can do a PR if your interested in having this in your library.
Exactly as stated in the title. I'm thinking about making it like a chain, using some constraints, but add smaller and more segments. Is this a viable approach? Thank you for all your work thus far.