would unity handle something like this, if so how would you create it.
I dont think so
Probably yes, i don’t see any problem in this if you know how to do it
There are even simliar things on the Wiki, look for SoftBodies and Metaballs.
Also Unity 3 can use Cloth Physics so that can help too.
I don’t see why not. You would need to know what you are doing, but yes, I believe it would be fine.
I think it could, but it may be easier in Unreal. Doing it well is of course up to the people using the tools.
Exactry!
I’m pretty sure Unreal uses GPU physics calculations that are extremely optimized on the lowest possible levels. You could do that in Unity, but it wouldn’t be as fast.
This is entirely possible and even built into Unity. Check out the interactive cloth. You can take a model and give it cloth attributes and make something that functions just like this.
http://blogs.unity3d.com/2010/07/13/unity-3-feature-preview-–-cloth-physics/
You should see that there is a soft beach ball, using that approach you can easily mimic that meat cube etc.
Edit: Oops, didn’t realize the post above me had the same link. But yes, its already there for you to use!
Lol, I guess my answer was a bit terse
Go look up soft body physics, look up Jelly Car, it can be done with way less than unity, so if you are any good you could do it.
Usually asking a question like this means you have no idea how it is done or what it is. It has nothing to do with unity per say anymore than the meat cube has anything to do with the unreal engine.
That’s a neat demo, but while it is responding to collisions with the player, it does not appear to be a full physics simulation.
So yeah, you could totally do something like this, even in the old Unity, with mesh deformation.
-Chilton
I’ve a lot of experience faking jellies and blob physics in Box2D and that doesn’t “support” soft bodies. Its an easy process and it works like this:
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you build a lattice which has cross sections supporting other parts ie a rect with a diagonal support. Keep doing this till you have a cage. You might need a cage within a cage so the overall shape is self supporting.
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you need a spring joint. You can make these yourself in code or physx probably has one.
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solving is then a matter for springs, you will probably need an inner force to encourage the structure not to collapse, this usually just pushes all joint points outwards each frame.
It would be slow ish but bear in mind its very acceptable to use a low density soft body but render an interpolated high density mesh.