Tag: physics based animation

In this tutorial I will give an easy and intuitive explanation on how to code a cloth simulator using Newtons second law, Verlet integration, and iterative constraint satisfaction. I do not expect you to know these terms – or physics for that matter. The tutorial is accompanied by easy-to-read source code in object oriented C++. I have opted for a minimal dependency on external libraries (OpenGL and Glut) and kept all source code in a single cpp file. Source Code…