So I’m creating something where I want a physics object to behave like a blob or a jelly with the normal physics mask an object feels more like a rock can someone please help me with how to do that?
If you open GDevelop, then go to File menu up top and select Create a New Project… Then scroll all the way down and open the “Game Feel Demo”. There is a really good wobble effect in there which you should be able to copy/paste into your game and then modify as you need.
Thanks brother, I’d definitely try that out
Hmm, so I tested that out and it’s a really nice effect but my object has physics behaviour and so I actually want the mask to adapt as well so that it can interact with other physics objects and wobble when it hits them.
Ah ok I’m not sure about how you’d implement via physics mask. Hopefully someone else can chime in on that one.
Nope, at least not the kind I was looking for. You can look into marching squares, which will help you with stuff like water. However, a proper soft body physics object that says put together is still impossible because Gdevelop doesn’t support concave collisions, which you will need if you want a proper soft body.
Just for context here, the above isn’t quite accurate. As an example, Defold, Game Maker Studio, and even unity do not support concave 2D collisions, which generally has nothing to do with soft body physics in game dev.
I looked into this about a year ago, and from what I remember 2D Soft body movement/reactions methods are usually done by making a mesh of many different rigid body parts (even when using box2d physics objects).
The biggest issue is that it is pretty complex logic to create all the needed joints to make it look as you’d like, and requires a lot of square or polygon objects linked with joints.
Not saying it’s feasibly easy to do in GDevelop mind you. Just adding context to correct the idea that it has something to do with concave collision shapes.
@ilyanengen I will trust Silver on this one, I still haven’t researched the topic enough. I think I was told this or I just found some implementation that uses concave collision and that part itself was pretty complicated so I gave up.