This simulation was a side project I completed during my placement year.
Using OpenGL in C++, a series of connected nodes with triangles drawn between them form a cloth-like material. These connections are treated as "springs", to allow for forces to travel between each connection, sharing impacts and changes with its neighbours, as cloth would in real life. Threading is implemented to great effect to allow for many calculations to be completed simultaneously.
A sphere object is used to push through the rectangle of cloth, to simulate impacts, as well as random noise is generated to act as wind.
The amount of nodes can be increased manually to create a more detailed cloth.
Using OpenGL in C++, a series of connected nodes with triangles drawn between them form a cloth-like material. These connections are treated as "springs", to allow for forces to travel between each connection, sharing impacts and changes with its neighbours, as cloth would in real life. Threading is implemented to great effect to allow for many calculations to be completed simultaneously.
A sphere object is used to push through the rectangle of cloth, to simulate impacts, as well as random noise is generated to act as wind.
The amount of nodes can be increased manually to create a more detailed cloth.