Cloth Simulation
31–40 of 42 posts
Re: Cloth Simulation
#32I spent entirely too much time finding out exactly how much "cloth" could be supported by two "strings."
Re: Cloth Simulation
#33Re: Cloth Simulation
#34But, please, give us some nitty gritty of how you made it
Re: Cloth Simulation
#35I was curious and was able to build something very similar quickly using Gemini 3 via Google AI Studio. Never would have imagined a few years ago how easy some of this has become to prototype.
Re: Cloth Simulation
#36That's super cool (and FAST -> hard to do from my personal attempts). But, please, give us some nitty gritty of how you made it
Re: Cloth Simulation
#37First, kudos on this. Really cool to play with. Reminds me of a great video not long ago that went over the main ideas behind weaving and knitting. Feels like you almost certainly have to take some of those ideas in mind when doing a simulation like this. Would be curious to read a breakdown of how this was made and how it incorporates the concepts that go into different fabric.
AFAIK more advanced realism-focused cloth sims are still mostly bundles of spring constraints, and most fabric behaviors are encoded as different spring tolerances, forces, and friction.
Cloth self-collision and friction seem to be a very difficult problem in which progress has been made recently: https://graphics.cs.utah.edu/research/projects/ogc/Offset_Ge...
Re: Cloth Simulation
#38Re: Cloth Simulation
#39I made this a bit ago for fun and funnies to test the idea of tearaway ads. It's very prototype but still pretty satisfying (desktop only but there's a gif on the repo)
Re: Cloth Simulation
#40Also the falling pieces don't accelerate downward, which looks unnatural