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Here's a look at how the mattress physics look using my debug view. A mattress is essentially a 3x5 grid of rigid bodies connected with joints to flex, and then stacked on another grid kinda like 2 pieces of bread, with springs between them for compression
93,905 views • 7 months ago •via X (Twitter)
37 Comments

I replicated your tire using #bevy and #rapier with a little twist (literally).

Here’s that wishlist link once again 😇

Very promising, but I don't get impressed by vehicle physics until I see you hit those rigidbodies while driving at 80mph.

good news (for me), the game takes place with a tiny 4x4 in a furniture store, I think the top speed is more like 40mph 😎

Dude, your wheels look so fun! My own game currently uses ray tracing to simulate contact pressure, and the sliding effect is terrible. Your wheels look perfect.

Interesting. Very cool.

That rigidbody debugger view really is so cool

been watching thr process of this is there gonna be a demo?

Most definitely. I also do playtesting throughout development, managed on my discord server.

ohh interesting

this is epic, can you pls add a bread shader

what a scam i thought you add finite elements or whatever next gen tech. the old school springs and rigidbody never fails. perfect.

Looks very cool!!

Literal wizard.

@JayWeston This is very cool! Is each tyre also a bunch of cubes on springs to give them flex?

@biscuitsmitten @JayWeston Basically yes!

Coolest thing I have seen in a while.

It looks great.

Love the behind the scenes view! Makes the wobbly physics even more impressive

Game engine ?

Godot 4.6

Waho soo cool ! I love Godot

Nice trick on the "soft body"

Mattress in last Luigi's Mansion. Great feel too.

well done!

That’s beautiful 🥹

i dont understand why its not just an array of points? why the rectangles? its not bad its just an interesting solve.

The tires need something solid to collide with

so you are using the collision mesh as the deformation mesh? i dont think thats compute effective but yeah it works.

@walaber It does feel way too resource intensive but their use case is kinda specific though interesting. What would you use instead? Genuine question haha

@walaber something 1000x more intensive lol but i feel like you can just cheat it by doing a pre determined squish where the wheel is. it doesnt need to be simulator accurate just look cool.

Except when it’s not!

I love how the characters wiggle in the car hahaha

Intersting😆

Look cool. Anyone knows how the physics is matched to the mattress? I mean the mattress shape looks smooth but the debug view not. Some interpolation so it matches closely as possible the debug view?

The mattress is a skinned mesh so a script associates and updates the bones based on which rigid body it’s “attached” to. Smooth bone weights make it look nice and “mattressy”

Thank you.


