Thanks for your response. Well I was reading these http://www.matthiasmueller.info/realtim ... enotes.pdf
coursenotes from realtime physics course at SIGGRAPH 2010. As I was reading through the material, I thought of implementing it into my own applications and so I wrote the demo I shared.
Second I think Explicit Euler and such integrations should not be used today.
Could u tell me a reason why? I know it is unstable. Is there any other reason.
Infact the position based dynamics approach uses explicit Euler integration in the first step to calculate the new position and velocity. It is not assigned to the current position/velocity directly though.
Spring appears to be outdated too.
Who said so? The position based dynamics has given it a new fancy name called "Stretching Constraint" it is infact a spring if u look at the formulation.
The paper and technique u have given is also elaborated in these notes in great detail. Infact, the course was arranged by Matthias Mueller himself who introduced the position based dynamics. I will surely give it a try. Meanwhile, currently I am trying my hands on the implicit integration approach "Large steps in cloth simulation" by Baraff and Witkin but it is not that straight forward implementation. I hope to do it soon. So to sum up, this is how I am going to proceed. I want to create a single source file (main.cpp only) solution for all of these cloth simulation methods.
1) Explicit integration - done
2) Implicit integration - underway
3) Position based dynamics - added to queue
4) Semi implicit integration - added to queue
Do you think there is any newer approach that I must have a look into and which I have missed in the above list?