Writing a soft body cube in C/C++ using XPBD | Devlog Episode 1

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I wrote a simple soft body cube in C/C++ using the extended Position-Based Dynamics method for my first devlog episode.

The mentioned papers (and a lot more)

SDL Template

0:00 Introduction
0:41 PBD overview
1:11 Game
1:25 Tools
2:25 SDL template
4:23 Writing the scene (time lapse)
8:55 Physics theory
14:55 Physics results
15:27 Writing the physics (time lapse)
16:06 The end
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I enjoy your editing style and appreciate that you have decent audio balancing.

SilverstringsMusings
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Great, exactly what I needed! One note: maybe don't include timelapse? It is useless because you can't really read any code that fast and it flickers too much. Better would be just to show important code fragments or paper fragments or something.

metalstarver
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Super cool! The only feedback I have is that whoever wrote 12:13 should take a variable naming course :)))
"elastic" is the only descriptive word they use and ff course no math can exist without some nameless "g" and "h" for extra confusion

blacklistnr
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Oh, wow
This is exactly what I needed, in the exact coding language I needed it.
It just popped in my recommended, magic!
Thank you so much for the video :)

stefano
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This is amazing! I love the editing and commentary style. This should have way more views.

karsten
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This man is on steroids 💪🏽 ... Crazy man 🔥🔥🔥!

samarthtandale
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this is fantastic. I wanted to write my own game from scratch for a while but never knew where to start. Thank you

vladk
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Very high quality content. Thanks for sharing. Thanks

arunu
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Really nice video and a great addition to Matthias Müllers Videos about this topic

dameck
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nice explanation! Thank you, I am looking forward to your next video.

oleksandr.kryvonos
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Phenomenal video! The commentary, editing, and visuals are on point!

grdience
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You should know basic of tensor calculation, Tensor Calculus, Continuum Medium Mechanic, Analysis Finit deformation, elasticity-plasticity, C+++, Geometry Differential, …, SFML for me and GLSL, easy to make complex soft body (generalized boundary) . But starting is so hard. I worked on in 2001 with OpenGL at that time.

__hannibaal__
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Hey that maths explanation was actually quite nice and made it really easy to understand :) Good video!

kae
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Really cool :D Always wanted to see some more implementations of this!

gameofpj
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physics from scratch? wow amazing!! Irresistible Recommendations

Doppio_
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Hey! Great video really inspiring!
I'm actually trying to develop my own jiggle solver inside SideFX Houdini as a challenge, helps a lot your explanation on the papers love it!

soyouz
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Physics and 3D rendering; "Welcome back my friends to the show that never ends...", ELP.

garydeschaines
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Is the physics-added code also available?

I am also wondering how this method is related or not to that old C++ library no game used as far as I know except demoscene where cows were falling from above and there were spikes that either deform or even cut them! It was an awsome lib and I remember my friend at uni tried to replicate it in 2D with similar contraints + mass technique!!! I mean we knew the 3D one used that and it sounded really similar to thiis. That source code surely predates 2006 though with some years so someone else might have already found this out earlier....

uvata
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Hi again! I'm trying to implement this from scratch just like you, but I am curious why you have a CosAngle member variable for SoftBodyEdge (15:34 on the right). Is it for future videos to add different types of constraints?
Also... what is LambdaLength and LambdaAngle?

SphealIcecream
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there is a channel "Ten minute physics", the man is physics researcher from Nvidia does tutorials and deep explanations of computer physics. He is also the man behind behind paper with deformation simulations in realtime, and that paper also got implemented in PhysX and UE 5.1

Z_Z.t