Soft-body Shader (Crumble, BruteForceGame)
Crumble, BruteForceGame
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Brute Force Games' April 2019 Crumble devlog shows how the jelly hero looks squishy in Unity without finite-element soft-body physics. The author compares offline Blender soft-body demos to real-time cost, then rejects a game-jam fix that stacked sphere colliders on a skinned mesh for being CPU heavy and awkward in play.
The shipped trick is vertex-shader deformation. A smear pass offsets vertices using recent positions and noise via a public smear sample and a C# history script. Squash applies in world space so rolling stays natural, lerping toward collision points with radius offsets on the ball.
Intermediate readers get GIFs, deformation clamps, normal fixes, and notes on animation or mesh density rather than a turnkey package.
An 80 Level Crumble mechanics piece restates the jelly pipeline, marking the post as a shipped-game reference for faked soft motion in platformers.
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