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Comments for Cloth Physics

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A new version of this scenario was uploaded on Wed Jan 09 00:42:24 UTC 2013
PetkaPetka

2013/1/9

This is really impressive
A new version of this scenario was uploaded on Wed Jan 09 22:43:52 UTC 2013 Fixed bug that occured when resetting
darkmist255darkmist255

2013/1/10

This is once again witchcraft.
Entity1037Entity1037

2013/1/10

Wow, now this is what I call physics!
m_p_v_13m_p_v_13

2013/5/29

Super cool! Perhaps, the "air" should have a little more viscosity. When wind is turned off, it swings almost forever.
A new version of this scenario was uploaded on Wed May 29 17:15:29 UTC 2013 Added drag
DutaDuta

2013/5/29

Done :)
JetLennitJetLennit

2013/5/29

You should add a texture mode
GreenGooGreenGoo

2013/5/29

Wow!
JetLennitJetLennit

2013/5/29

Like, shadows and stuff
A new version of this scenario was uploaded on Wed May 29 18:31:29 UTC 2013 Shading & color and stuff. 's all optional, press T to toggle it
DutaDuta

2013/5/29

JetLennit, like that?
JetLennitJetLennit

2013/5/29

That is it
darkmist255darkmist255

2013/5/29

Shading is a great touch, good suggestion JetLennit.
m_p_v_13m_p_v_13

2013/5/30

Duta, Since your granting wishes, is it possible to make it so that one can grab and move the tie down points? Where/how is the "viscosity" effect implemented? I think it's too "stiff" now. Thanks again for the contribution.
DutaDuta

2013/5/30

Just woken up so it make take longer than normal, but sure. Look at the "drag" variable in the particle class. By the way, this code is fairly old and uses a lot of things which are "bad", such as public variables. I'll clean up the code in this update (as well as adding click&dragging)
A new version of this scenario was uploaded on Thu May 30 11:59:15 UTC 2013 Rewritten the code to try and make it easier to read. It no longer has as many "bad practice"s and I've added a fair amount of comments to make the source more readable. I haven't added click&dragging yet, because I want to go game, but I have improved the texture rendering code.