A cloth simulation running on my OpenGL engine. The simulation itself uses verlet integration, the mesh is then dynamically updated to follow the nodes being moved around. Some more additional features are listed below:
- Collision (Pyramid, Capsule, Sphere, Floor)
- Ripping connections dynamically if they go beyond a threshold
- Global and local wind (Local in a rectangle defined area)
- Removing nodes on mouse location
- Dragging nodes around using the mouse
- Burning the cloth
- Regenerating the cloth at runtime with different dimensions and constraints
Burning the vertices off the mesh