Mesh distortion

Post your own tutorials, guides and demos.

Post » Thu Aug 28, 2008 2:17 am

More fun with polar coordinates!
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Post » Thu Aug 28, 2008 10:00 am

Yay! Polar cordinates. Should have remembered! Thanks, Ashley.

With polar coordinates, making these was easy:
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Post » Thu Aug 28, 2008 10:02 am

Question: Can these mesh distortion effects placed on any surface or are these sprites-only? And do they use GPU or CPU?
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Post » Thu Aug 28, 2008 11:57 am

Its sprite only for now, and the maths is done by the CPU and it works out the vertices and sends them to the GPU.
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Post » Thu Aug 28, 2008 4:11 pm

Hey! I got this idea from that Aquaria trailer and Arimas post about bones! I used a bezier as a "spine" for the mesh. I think that this effect is very useful for, trees waving in wind, tentacles, springs and such. What do you think?
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Post » Thu Aug 28, 2008 4:30 pm

Heres what happens if you give the particles a physics movement, then apply springs between the particles, and then render a mesh to where those particles are :P

http://www.fileshack.us/get_file.php?id ... quares.zip

And thanks everyone for the examples so far! I'll see what I can do. Bone movement....hmmmm....
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Post » Thu Aug 28, 2008 4:37 pm

Wow! That looks crazy awesome. :) Would the soft-bodies work with other shapes, or just squares?
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Post » Thu Aug 28, 2008 4:48 pm

Drasa: beautiful! Great mesh!

David: disgustingly brilliant ;)
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Post » Thu Aug 28, 2008 4:49 pm

AAARGH :DDDDD

I laughed my head off when I saw your meat squares! They are great X). I can't wait to make some myself. And of course, spined tentacles too ;D.

Maybe Scirra's next physics tech demo is going to be named "slaughterhouse.cap"...
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Post » Thu Aug 28, 2008 7:19 pm

Drasa - Awesome! :D Any chance of a way to set how many control points there are?

David - Wow! Are springs currently implemented somewhere, or are they in the next version?
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