Soft skin library for godot engine.
First prototype demo (openframeworks):
- https://gitlab.com/frankiezafe/SoftSkin - origin
- https://github.com/frankiezafe/SoftSkin - mirror
- https://bitbucket.org/frankiezafe/softskin - hg legacy repo, OF version
Integration in godot is becoming stable:
- Skin object can be linked to a server to manage them by group
- A custom notification system enables reparenting of servers and skins once placed in the scene tree
- Ray projection are working well
Still to be done:
- importation of uvs (mandatory!)
- collisions with solid parallelipipeds
- creation of fibers group:
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- requires an addon in blender
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- adaptation of the export format
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- specific methods to interacts with groups
- breakeable fibers
- splittable skins, along seams
after serveral hours of engine hell:
- investigate CSG module > Immediate geometries have no shadows and Mesh can not be updated...
- transform Skin object into Geometries manager -> enabling several meshes (debug views, wireframe + tri mesh)
- NOPE -
main object should inherits GeometryInstance instead of ImmediateGeometry with a fixed memory allocation - data managed by SkinDot especially should be pointers on arrays of floats, in a glBufferData for instance (if working) -> saving process and memory - using glBufferData for better performance https://stackoverflow.com/questions/14155615/opengl-updating-vertex-buffer-with-glbufferdata#14156027
- glBufferData for Opengl ES3: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glBufferData.xhtml
- maybe switch a part of the process to C, no real need of c++ here, if std vector3 methods like distance and normalized are easy to implement efficiently