In this second of a two-part interview series, John concludes his conversation with Eugene, the solo-developer of the extremely impressive (and artist-friendly!) VICO Dynamics Unreal Engine plugin. The plugin is hardware agnostic and has easily-integrated tools to handle rope, cloth, and soft-body simulations.
In this second part John & Eugene discuss the challenges (and massive benefits!) of making a plugin artist-friendly, integrating cloth simulations into the system -- how that all works...and how this design allows further expansion. The guys also discuss how his system fits into all the existing tools Unreal Engine has to offer, issues to get it to be so (!!!), and the system's evolution over time.
One of John's most mind-blown-moments, Eugene discusses 'Volume Preservation', which calculates and simulates the effect of a soft body filling or emptying -- such as a hot air balloons or beach balls!
Eugene rounds out the interview in talking about future intentions for expansion to the system, and how the system integrated into their game release, Action Arcade Wrestling -- available on virtually all platforms. Check it out!
We hope you all enjoyed this 2-part interview with Eugene. Be sure to check out Part 1 if you haven't already!