This is a demo of the handling of softbody physics in my game engine.
This shows two different uses of verlet integration with the softbody user controllable blob, and a suspended platform.
The user controllable softbody blob is done using verlet integration. Each vertex of the model represenents a particle that is connected with constraints to neighbouring vertices. The rigidity can be adjusted based on the number of iterations for constraint resolution, and also the number of bracing constraints added to the object.
The suspended platform is also using verlet integration. The platform is rigid, but each corner has a particle which is constrained to a particle above that in the sky. This allows the platform to move like it is hanging from some stretchy ropes.
Basic collisions are implemented in this demo. They work by checking each particle of the softbody object for intersection with the surrounding objects AABB. Particles colliding with an AABB are shifted to the nearest point on the outside of that AABB. This is fairly expensive, but due to the simplicity of the scene it runs smoothly.
Have any questions?
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