I am currently working on a 2D sandbox physics simulation where I have to simulate a composite soft body reacting accordingly to water (with boyancy and stuff).
I generate all meshes procedurally and support the ue4 physics engine, but can only be rigidbody. I also use custom linear and angular dampening (the real physics drag force). The materials are based on desitys for sake of easyness in calculations.
I do not care how much work this is, what I have is bad (using task system in c++ for calculating the physics and I apply it from the script on the composite soft body object, that recreates its triangles every frame) and I would like it to be more efficient…
How would I do it? (I have all calculations all nice and packed in a nifty little manager class)
Thanks for your help
PS: if not possible, please tell me if there is a wrkaround.
PPS (for the UE4 employees) please add soft body physics on the roadmap, it feels so empty without it and I am shure the community will apreciate