@SketchpunkLabs
  @SketchpunkLabs
SketchpunkLabs | WebGL2 : 131 : Soft Body Physics @SketchpunkLabs | Uploaded September 2019 | Updated October 2024, 6 days ago.
Today we continue from the last lesson, where we did all our springs computation on the gpu. Springs are used to help simulate soft body physics and one component need to help is a bit of collision. So we're going to deal with a bit of collision detection in our computer shader and when the collision is released our mesh will spring back to its resting position. We'll explore floor collision, sphere to sphere and end with using ray intersection to add a big of push to our test vegeta mesh.

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Links of Interest

codepen.io/sketchpunk/pen/xvyzQj

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GitHub :: github.com/sketchpunk/FunWithWebGL2
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Trello :: trello.com/b/zcTUPpFy/fun-with-webgl-20
WebGL2 : 131 : Soft Body PhysicsFun with WebGL 2.0 : 039 : Mouse Ray CastingWebGL2 : 087 : Bump mapping with Height Maps3D printable remix of the beastgripFun with WebGL 2.0 : 028 : 3D Editor for Bezier SplinesHow to power lcd and Chromecast on 1 power supply.WebGL2 : 133 : Saving Retargeted AnimationWebGL 2 : 048 : Ray Sphere IntersectionFun with WebGL 2.0 : 022.1 : Float:Vec3 NEQ Vec3:FloatWebGL2 : 135 : Quaternion Inverse DirectionOpen Xortex - Update 001000 : INTRO : WebGL 2 WebGPU

WebGL2 : 131 : Soft Body Physics @SketchpunkLabs

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