I’ve been experimenting with 2D softbodies and ran into a roadblock. Many online resources, like Walaber’s JellyCar devlogs outline collisions between the softbody’s segments, which are also the springs.
Currently, I have these softbodies made of circles, but I would like for it to be made of segments. I tried connecting a loop of rigidbodies with segment shapes using PinJoint2D but these rigidbodies aren’t able to compress relatively to each other. Any ideas of how to solve this issue?
Yeah, I looked at the plugin earlier, and their technique also works. The reason I think my hollow approach would be better for my situation is that I want map geometry to be softbodies as well, and making the softbodies hollow would save a lot on rigidbody nodes. The problem is that with a shell made of circles, a softbody-softbody collision would be unstable as they could pass through each other easily, which is why I am looking for a segment approach. Thanks for the reply!