Verlet + Newton + FP10 = Cloth Simulation

A project I’m currently involved in inspired me to completely rewrite my old Curtain class into something more stable and versatile. Using a character physics method based on Verlet integration, and adding some properties for friction and gravity, it resulted in a 2D cloth simulation (at least after some updates I just did since I needed…

Smoke/fluids simulation using Pixel Bender – part III

The third pass at smoke/fluids simulation again looks quite different from the previous two attempts, but this time it’s stable both when keeping still as while moving. Not surprisingly, as the current approach is more like Stam‘s fluid solver. The downside is that it’s much less processor-friendly: every new step (adding forces, diffusion, advection, updating boundaries, …)…

Wick3d from scratch

After some books finally arrived by mail, I’ve been spending the past two weeks reading up on 3D maths. Being unhappy with how my playground engine Wick3d was evolving (bad code flow resulting in poor maintainability being the worst of it), I decided to put some of this newly acquired knowledge to practice and redo…

Phong shading (in progress) in AS3

The past week, I’ve mainly spent trying to figure out how to do (fake) Phong shading and environment mapping. In the case of phong, the result can be seen here. A few alternatives that I tried didn’t work out, but after some quick hints from Ralph and lots of calculations, I found a solution that…