This post explains how a simple rope simulator works using OpenGL, Position-Based Dynamics (PBD), and compute shaders. The project is written in C++ and runs completely on the GPU.
The goal is to simulate a rope that reacts to forces like gravity, stretches under tension, and can break when pulled too far.
Features
Feature | Included |
---|---|
Position-Based Dynamics | Yes |
Compute Shader Acceleration | Yes |
Object Dragging/Interaction | No |
Rope Breaking | Yes |
Simple Demo | Yes |
Tension Visualization | Yes |
Advanced Demo (Raylib Integration) | No |
Multiple Rope Interaction | No |
What is Position-Based Dynamics?
Position-Based Dynamics (PBD) is a method for simulating soft bodies. Instead of using forces and solving for acceleration, PBD directly updates positions to meet certain constraints.
In this case, each rope segment is a constraint that tries to keep a fixed distance between two particles.
struct Particle {
glm::vec4 pos; // xyz = position, w = mass
glm::vec4 prev; // previous position
};
Compute Shaders
This project uses OpenGL compute shaders to run both the simulation and constraint solving on the GPU. There are two main compute shaders:
Integration Shader
vec3 velocity = p.position.xyz - p.prevPosition.xyz;
vec3 newPos = p.position.xyz + velocity + gravity * dt * dt;
If a particle is selected and dragging is enabled, its position is fixed to the mouse.
Constraint Solver Shader
if (dist > segmentLength * breakThreshold) {
pairs[id] = ivec2(-1, -1); // mark as broken
}
Rope Breaking
When the distance between two connected particles becomes too long, the rope segment breaks.
The break condition is:
#define BREAK_THRESHOLD 1.5f
If the distance becomes more than 1.5 times the original length, the connection is removed.
Rendering with Geometry Shader
The rope is drawn using a geometry shader that creates a thick colored line from each segment. The color depends on how much tension the segment is under.
float tension = abs(dist - segmentLength) / segmentLength * tensionScale;
fColor = mix(blue, red, tension);
- Blue = low tension
- Red = high tension
Interaction
The program lets you interact with the rope through the keyboard:
J
/K
– Move selection to next/previous particleW
/S
– Increase or decrease massP
– Pin or unpin the selected particleSpace
– Toggle dragging (not fully implemented)
Dragging with the mouse is not finished, but the selected particle is highlighted.
Updating Rope Segments
When a segment breaks, the rope structure changes. The program updates the index buffer to reflect these changes and re-renders only the connected parts.
How It Works
- A number of particles are initialized in a straight line.
- Constraints are added between each pair of particles.
- On each frame:
- The compute shader updates particle positions.
- The constraint shader corrects distances and breaks segments if needed.
- The index buffer is rebuilt to reflect which segments are still connected.
- The rope is rendered using geometry and fragment shaders.
Summary
This rope simulation project shows how to combine GPU compute shaders and modern OpenGL to simulate and render a dynamic rope. It includes features like:
- Position-Based Dynamics for stable simulation
- GPU-based constraint solving
- Rope breaking under stress
- Visual tension feedback
Although dragging and multiple ropes are not yet implemented, the system is flexible and can be extended further.