- #1
five1mon
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Hey All
I'm going to implement a tennis net for a video game. I already have the animation of the net in place (I think) through cloth simulation. What's missing is a physics simulation of the collision between the ball and the net?
I think the net could be modeled as an elastic rectangular surface, where the vertical edges are rigid and the horizontal edges are less elastic then the inner surface.
Can anybody direct me how to compute such a thing?
The thing has to run in real-time on quite low-end machines so the computations can't be too expensive(complicated).
Thanks
I'm going to implement a tennis net for a video game. I already have the animation of the net in place (I think) through cloth simulation. What's missing is a physics simulation of the collision between the ball and the net?
I think the net could be modeled as an elastic rectangular surface, where the vertical edges are rigid and the horizontal edges are less elastic then the inner surface.
Can anybody direct me how to compute such a thing?
The thing has to run in real-time on quite low-end machines so the computations can't be too expensive(complicated).
Thanks
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