Cheers
Cheers
Great work though
Thank you for the feedback!
A question, Why did you chose Verlet integration? I know it's great for particles but I always had issues trying to do angular mechanics.
It does look good and integrates well, but to be honest ThreeJS is so mature and battle tested with multiple renderers (canvas, webgl etc) that when building a physics engine, I really think it would be better to spend ones dev time on the physics and not waste* time reimplementing a portion of ThreeJS.
[0]: http://chandlerprall.github.io/Physijs/
*Obviously not actually 'wasted' time, hacking is great even just for the sake of it - but I'm sure you know what I mean.
Another way to exhibit it is to take the center node of the wheel and press it against the wall. The whole shape will spin.
Another issue with defining shapes via distance constraints is that they sometimes have alternate solutions / stable minima. For example, you can smash the circle in to the ground and get it to crumple: http://i.imgur.com/UzxbKvJ.png
But, this is still an awesome demo. Good work subprotocol.