19-03-2021, 10:50 AM
(This post was last modified: 19-03-2021, 10:51 AM by josemendez.)
(19-03-2021, 10:19 AM)mgnito Wrote: Hi,
I'm working on a project and planning to use Obi softbody but I'm not sure if I can achieve the ref below.
It's like a Ring mesh but probably composed of multiple meshes maybe about 8 arcs, but behave like a single one,
Please see vid below
https://imgur.com/a/DmLnZOm
Hi there!
I’d bet my right hand that there’s no actual softbody physics going on in the video. Really looks like just a procedural displacement in the vertex shader, done in world space.
Makes sense to do it this way, since this is a mobile game, so the cheaper your approach the better. Collisions need to be very reliably detected, so you need a continuous surface (discrete, particle-based approaches like Obi are best avoided in this case).
My advice: do this in a vertex shader. Simple, fast, and free. Let me know if you need help with it, I can whip up an example.