Soft Body Dynamics - Honours
My 4th year Honours project researching simulating soft-body dynamics in real-time.
Using Spring/Mass principles, I attempted to simulate soft-body physics within a games context and therefore placing a focus on the performance of the simulation within real-time. While I used the Unity3D engine, I only used the collision and transform components that come with the engine to create the current Spring/Mass system as I then went onto researching how Entity Component Systems could be used to improve the performance of this soft body system. The dissertation I wrote can be found at the bottom of this page.
The video below demonstrates the feasibility of the Sping/Mass system, using a nearest neighbours approach to determine which masses are connected.
This video shows the final product of the soft-body system using ECS to simulate the spring/mass principle, along with fixed neighbours.
Full Dissertation Paper