Is there a way to achieve jello physics in the GE? Using physics like that one PSP game LoccoRocco. Either dload the demo to the game or watch the trailer if you’ve never heard of it.
Short answer: Not as far as I’m aware:
Possible workaround: Grab a bunch of dynamic balls, constrain 'em together, and use Python to generate a “slipcover” mesh every frame.
“Jello” physics is what computer engineers would call soft bodies based on the pressure model, which takes in volume calculation, compared to soft bodies based on the mass/spring model, which doesn’t. Both of these models for soft bodies are well documented, but have not been implemented in BGE. They probably will however, since there seems to be a lot of fuzz over it lately.
You could animate a wobble using IPOs but thats about it…
=[ i was hoping so… i guess using an armature to animate the jiggly motion