Yesterday we have just upstreamed the EPhysics soft body and cloth support – actually we have upstreamed an initial support to soft body – weeks ago – with a very rudimentary deformation mapping.
The new source code introduces an implementation of multi-point deformation, meaning every mesh triangle is tracked and their transformations are mapped back to rendering system – giving us a better user experience. Within the source package we have added tests to demonstrate how easy it’s to support physics and especially soft body into your application.
Bruno Dilly has written about the EPhysics development, take a look at his post about the Escape From The Booty Bay – a physics puzzle game. There`s also a blog post announcing the EPhysics project, his posts present some nice videos and screenshots.