Constraint Networks For Rigid Body Simulations

comments 8
Free Tutorials

Ever tried having a bunch of instances rotating without intersecting each other? It’s a task we commonly encounter. The solution that usually works for us is a constraint network that’ll pin our instances to their position while still allowing them to rotate freely.

In this tutorial we’ll build said constraint network and used it with bullet dynamics on packed primitives. Also we’ll go over how to get an initial rotation from a texture map.

Download Project File (.zip)

Liked it? Take a second to support Moritz on Patreon!


Leave a Reply