Sorry to bring this thread up again but its better than starting a new one, and this topic is bugging me. Since this project has limited time, and its the first project I've really worked on in game studio i am only working in the scripting editor provided and haven't built any framework.

I seem to think that it would be possible to do what i am after. I can access the vertex positions relative to world space, trace/scan on any vertex to check for collision and then set the position of the vertex.

I have been reading around, would it be a good idea to build a 'hierarchy' system with 'springs' so that i can parent the vertex's to the control 'box' and just move that around. Mick West wrote an interesting article regarding the 2d blob physics of "Gish".

Can be found at: http://cowboyprogramming.com/2007/01/05/blob-physics/

Basically what im asking is: Am i going about this the "right" way. By right way i mean, quick, will do the trick but won't be the most optimal way of doing it.

What i have so far...


* red dots are the trace intercect

Basic physics object with 24 vertices dropping to the ground, and for testing purposes i scaled the model down on the z axis, and increase the scale on the x and y axis once the trace hits 0 to give a dodge squashed look.