I have seen very impressive staff on youtube by people who use the physics engine to simulate soft-body motions. However I really don’t know how did they manage to disappear a gap I’ve got between each soft-body and its surrounding surfaces when using the game engine.
Could someone give me a good piece of advice on that matter?
Real-time softbodies are not anywhere close to as precise and versatile as the offline rendered ones shown in that video- so as far as I know, that gap will always be there (It’s the result of simplifying the process so it takes 1/60 of a second to render, instead of somewhere between several minutes to several hours)