All Posts tagged “physics

Packing Rigid(ish) Bodies In Vellum

Yes, we covered this in our “packing the Torus” tutorial, however back then we didn’t have Vellum! You draw the conclusions yourself! Seriously though, using vellum for rigid body intersection detection and resolution can be a neat trick when you’re depending on a unified simulation […]

Nerd Rant 2.0 – Ep.10: Working Remotely

Suffering through German autumn part two: Manu & Mo finally got the heaters running and aren’t freezing anymore. Fantasizing about working from some warm and sandy beach, they discuss the pitfalls of and solutions for working remotely.

Unreal Engine Blueprints – Pt.2: Physics

In this video, Matthias Winckelmann takes you through the steps necessary to set up basic physics in Unreal Engine. This is the second video of Matthias’ course “Blueprints 101” – To access more premium workshop videos, become a Patron of ours ($29/mo).

Unreal Engine Blueprints – Pt.1: Introduction

Matthias Winckelmann promised he’d dive deeper into Unreal Engine. And sometimes we keep our promises. In this course, Matthias takes you through the basics to set up your very first project using blueprints, Unreal Engine’s node based scripting environment. Mix in a bit of physics […]

Quicktip: Double Pendulum In Vellum

Another one of those physics/math/CG tropes is the double pendulum: Take a standard pendulum (one arm that can rotate around one or more axis) and attach another pundulum to its end. The fascination for this contraption comes from the fact that it behaves extremely different […]

Constraint Networks For Rigid Body Simulations

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.