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[Feature Request] Soft-soft collisions and self-collisions #789
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Also I haven't tried creating my own models yet, but think MuJoCo uses (or requires use of) gmsh and I also saw this comment:
and they end up with a tet-mesh that has more fidelity closer to the surface of the model, like this: I'm wondering if an example/sample could be made showing a comparable process in Jolt? I.e. starting with a surface mesh (or an SDF, perhaps) and ending with a simple demo that drops a couple of them on top of one another (once soft-soft collision is supported). |
Soft body physics is still in development but I haven't had much time to work on it lately. Soft body vs soft body is something that I eventually want to support, but there are a lot of other things that have higher priority such as:
I have put this on my list.
I haven't really looked into this, so I can't say much about this. |
Hello, I'm very excited by Jolt's soft body support! Here it is mentioned:
I'm wondering if soft-soft collisions (including self-collisions) are on the near-term road map?
Please ignore this if there's not really anything interesting to say/compare here, but: Tangentially, in terms of trade-offs relative to Jolt's approach, I'm wondering if anyone knows how MuJoCo's new "flex" based soft bodies work? I don't have much experience here, but it doesn't look like XPBD?
MuJoCo has also had a "rigid body composite" thing for a while - basically lots of rigid tetrahedrons connected by springs to emulate a soft body IIUC. Whereas with this new "flex" stuff the tetrahedrons (or lines or triangles - "simplicial complexes") themselves are squishy, so you can use fewer elements to achieve a similar result (though overall performance for same "effective fidelity" - in terms of FPS - currently seems similar-ish, but I haven't done extensive tests).
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