[WIP] Truss Physics for Unity3D. Soft-body simulation plugin.

Hi community!

Just a quick post to show off my “work in progress” soft-body simulation demo:

Cheers :slight_smile:

Update 4 Jul 2014

Hi all! That’s a loooong delay :slight_smile:

But anyway. Here is a new video of my soft-body (or deformable-body, if you prefer ;)) simulation plugin.

Looks similar, but it’s rewritten almost form scratch. The performance is improved dramatically. The C# part object model is greatly simplified. And some new cool features are implemented.

The public demo and beta of the plugin are coming soon.

Cheers :slight_smile:

Update 11 Aug 2015

Hi all,

The asset is submitted for review.
While I’m waiting for the review result you can watch another RedCar Demo video :slight_smile:

And play the demo itself of course :wink: RedCar Demo (Zip 9.5MB)

Cheers :slight_smile:

3 Likes

That looks pretty fun but was seemingly more focussed on deformation than soft body physics and such. Would you be able to give examples of more organic things compressing and bouncing/flexing and so on? As i’m very interested in that sort of thing and currently would have to pre-bake an animaton doing it in houdini or something at the moment for the effects I want to achieve when interactive would be much more desireable

@lazygunn - Thanks for your feedback. It’s already kind of tradition to call this type of simulation “soft-body” as opposite to “rigid-body” which can not deform by definition. Of course, our soft-body can also be tuned to have jelly-like behavior, but doing demo with such objects is not really interesting. It’s too simple :slight_smile: In any case, it’s just our first steps, and I believe in the future we will have such demos as well.

Cheers :slight_smile:

Hi! Just updated the first post with the link for a new video:

Cheers :slight_smile:

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Looks really neat.
I could play with that demo for hours (I love games like Flat Out and Destruction Derby)

Off-Topic question: What’s the song in the video?

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Thanks

Yes, that’s why it takes so long, instead of improving the simulation I just play with it for hours

The song is just a music YouTube proposes for free. “Electric Beat” or something like that

Cheers

are your car a single mesh?

Im not so good at scripting with meshes so I found a script, but it requires a rigidbody and my car is not a single mesh, so when i try to add that script to my car parts the rigidbody combined with the colliding car part colliders and makes the parts fly away in every direction do you got any tips?

Hi Dag,

All detachable parts of the car are separate meshes. But, I think I should mention, my demo doesn’t use unity’s built-in physics. It’s a demo of Truss Physics engine, so it uses Truss Physics.

As for your problem, I think you should setup different collision layers for different parts of your car:

Hope this will help.

Cheers :wink:

I didn’t know that GTA 6 will be developed in Unity… Just kidding, keep up the good work.

-Jamcount;

Actually, why not :wink:

1 Like

Hi! Added a link to the first post: RedCar Demo (zip - 9.3M)
Cheers :slight_smile:

First of all, just one word: Awesome.
I didn’t know this was actually possible in unity.
I need this really much,and this was just the thing which i was looking for.
Can’t wait when its finished.

Now i still have a few questions:

  1. When can we download it? Because without this i can’t really work further with my game.

  2. Is it going to cost money? Yes? How much?

  3. Can you implement diffrent cars?

  4. Would it be easy to import in your game.

Well i dont need answers to all questions just the ones which you have the answers from.

But as i already said, good work guys, Awesom!

Is this something like what beamng is doing?

Looks quite nice, seems like it’s better than ROR (what beam ng is originally made out of).
Tho there is a massive performance issue. The demo starts lagging pretty fast.
But I like the car physics aswell, seems like there is a spring tire model?

Anyway keep up the good work!

Fantastic work is all I have to say :). Keep it up!

  1. When(if) it’s done. Depends on how few people need this.
  2. The more people need it - the cheaper it is.
  3. Sure. It’s general purpose. You can implement anything.
  4. It’s designed to be as simple as any other thing in Unity.

What kind of a game you are making?

Yes. But better :wink:

Yes, the collision with meshes still needs some optimization. But it works well on my 4yo notebook. What’s your configuration?

Yes, even air pressure in the tires is simulated.

Thanks

Lol love the confidence! :smile: although beamng does simulate more pieces. Like the car door could swing open and get dented as well as the hood. Would that be possible with this?
Edit: nevermind just watched the second video. That’s exactly what I needed :slight_smile:

Thanks :wink: