I want to make water which I can spill over surfaces (~ particles with distance constrains). I want oil to be burnable by fire and dousable by water. I want clothes which can be ripped by sword (~ delete joints). It plan to do it for singleplayer, maybe multiplayer ...
I want some IK. I have Jakkobsen paper about Verlet integrator and I want to try some of my ideas.
how i imagine doing it (solving it)
- I want to make water as bunch of particles, pretty much same as cloth, that is having some distance constrains ... And I want to render the triangular/rectangular mesh (net) between particles. If I was doing it directly in opengl it would do it.
- Dousing of water will most likely be some particle net 1 X particle net 2 collision. Each particle of burning water will be object, have some parameters like energy or life so if it is doused enough it will die, same for water ...
- IK. I will make simplifications, make it my swordgame specific, I really dont want some universal IK system

- IK. I know about sagdoll, but it is great demo (joints of ragdolls are entities), I would have to rework it anyway to make it usable for me. I am not exactly sure whether I want each bone have separate models (~ Tomb Raider, Blood 2, Quake 3?) or part of mesh (~ new games). If it would be part of mesh then i probably could reuse some of this cloth stuff, which map.
illustrative screenshots of separate models for bones from Tomb Raider
http://www.dxtre3d.sakul.cz/pics/scren/fexmerger.jpg
http://www.mobygames.com/game/dos/tomb- ... Id,380227/
http://www.mobygames.com/game/dos/tomb- ... Id,380228/
http://www.mobygames.com/game/dos/tomb- ... Id,380240/
what i want
I want to have it as easy as possible for me to make it. So I am putting engine code modification as a last resort.

I thought that I wrote it by entities, but that seems to me like overkill. It might not be, I dont know ... I will try it. I will need some representation of particles and I want to simulate some behaviour on them so entities would be the best choice I guess.
How to make mesh between these entities at realtime


Thanks for help

(I though about hack. Having mini model, "twig", "triangle" or "quad" and use it to make this mesh and transform it in Quake engine. AFAIK, from Quake C I could do only scale, rotate, translate transformations. Because I think I can't do shear, I think that I can only make models like in Blood 2 or NOLF.)