Breakable Chain - best way to implement this requirement

mxms
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October 14, 2008 7:09 PM PDT
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#5 Reply to #4
Quoting - sean.thurston

Hi Varun,

The Swinging Rope demo is a good demo. The constraint chain is much more stable for the kind of thing you are doing, but you can't really remove from it once its been constructed. Its kind of the nature of how the constraints inside the chain are solved. It uses it own kind of solver and then is passed to the physics simulation as a single constraint.

You should still be able to get collision data out of it because it is still made up of rigid bodies. One thing you could try is when you determine that a break should occur, just construct new chains. I'm sure there are some extra tricks you can try to gain performance, like pre-allocating double the number of rigid bodies so you don't have to construct new rigid bodies. You just need to construct the new constraint chain when it breaks and replace the active chian with the new chain. You can try some things like that if need be.

Let me know how it goes.

Thanks,
Sean

Many thanks Sean.

This is just the kind of help I needed to be sure I'm heading in the correct direction (or at least be aware of the alternatives). Will try out your suggestions.

Regards,
Varun.



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