Creating my first rolling soft body tire (XPBD) | Devlog Episode 4
I created a tire as the first model for my game and explain how I implemented normal mapping, mesh skinning and friction physics using the extended position based dynamics method. Links to the listed references XPBD: Position-Based Simulation of Compliant Constrained Dynamics https://matthias-research.github.io/p... Detailed Rigid Body Simulation with ExtendedPosition Based Dynamics https://matthias-research.github.io/p... Tutorial 13 : Normal Mapping http://www.opengl-tutorial.org/interm... 12 - 100x speedup for soft body simulations • 12 - 100x speedup for soft body simulations Outro music • Minecraft Piano Medley (Nostalgia Suite) Thank you @ErikCPianoman for letting others use your arrangements. If you are reading this, I love your arrangements. I hope this use case (outro music) is okay. The nature image in the beginning of the video was made by Maria Orlova, I downloaded it from Pexels. 0:00 Intro 0:37 Creating the tire 2:11 Normal mapping basics 6:35 Normal mapping tips 9:37 AO map 10:09 New scene 10:24 Tetrahedral mesh generation 13:12 Mesh skinning 17:32 Collision handling 22:54 Static friction 25:15 Kinetic friction 26:52 Results 28:12 The end

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