Problem
No cloth or soft-body simulation. Jolt's soft-body shape is explicitly rejected in Physics3D/JoltShapes.cpp ("SoftBody shape type not supported, defaulting to Box") — the same defaults-to-Box pattern as the terrain heightfield gap (#428).
Why it matters
Flags, banners, capes, ropes/cables, and deformable cloth are common open-world dressing. Today they'd need custom solvers or fakes.
Proposed approach
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Wire Jolt SoftBodyShape / soft-body creation through JoltScene + a ClothComponent (or soft-body collider), resolving the unsupported shape-type path.
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Skinned cloth attachment to skeletons (capes / cloaks); wind coupling via the existing WindSystem.
Acceptance criteria
- A cloth mesh simulates under gravity + wind and collides with the world; a cape attached to a character moves believably.
Tier D — simulation richness. Mirrors the #428 heightfield "defaults to Box" pattern.
Score
capability: 3
craft: 5
stability: 1
decay: 1
effort: 3
confidence: 0.8
learning: 5
fun: 8
kano: delighter
blocked_by: []
blocks: []
Rated per issue-scoring · score = confidence × (capability + craft + stability + decay) / effort, derived by the picker.
Problem
No cloth or soft-body simulation. Jolt's soft-body shape is explicitly rejected in
Physics3D/JoltShapes.cpp("SoftBody shape type not supported, defaulting to Box") — the same defaults-to-Box pattern as the terrain heightfield gap (#428).Why it matters
Flags, banners, capes, ropes/cables, and deformable cloth are common open-world dressing. Today they'd need custom solvers or fakes.
Proposed approach
Wire Jolt
SoftBodyShape/ soft-body creation throughJoltScene+ aClothComponent(or soft-body collider), resolving the unsupported shape-type path.Skinned cloth attachment to skeletons (capes / cloaks); wind coupling via the existing
WindSystem.Acceptance criteria
Tier D — simulation richness. Mirrors the #428 heightfield "defaults to Box" pattern.
Score
Rated per issue-scoring · score = confidence × (capability + craft + stability + decay) / effort, derived by the picker.