Most game engines can’t stop flexible objects from passing through themselves under enough force. Mine can’t either. But 99.8% of the time, it looks like it can. #GameDev #GamePhysics
— BusFactorOne 🎮 Game in bio (@busfactorone.bsky.social) 29 de agosto de 2026 a las 19:47
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# Simplified pseudocode shared by Denis
function limit_stretch(a, b, max_distance):
offset = b.position - a.position
distance = length(offset)
if distance <= max_distance:
return # Slack is allowed. Don't push the particles apart.
total_weight = a.inverse_mass + b.inverse_mass
if total_weight == 0:
return # Both particles are fixed.
direction = offset / distance
correction = direction * (distance - max_distance)
a.position += correction * (a.inverse_mass / total_weight)
b.position -= correction * (b.inverse_mass / total_weight)
Have you tried simulating a 3D planet using Sprite2D in Godot? No worries, we’ll cover it in the next update to the Complete Godot VFX Handbook! #godot
— Shaders Bible Series (@ushadersbible) September 29, 2026
The book ➡️ https://t.co/ffEKie2qmB pic.twitter.com/pyxrZKI86o