This is a simple particle / Verlet integration based cloth simulator. The simulation is driven
by gravity as its main external force, collision is handled by bounding spheres. Simulation parameters such
as damping, stiffness, timestep etc. can be adjusted over a configuration file. A set of constraints
on the cloth particles keeps them together as a surface. A second set prevents local self-intersections.
This method is well-suited for a GPU implementation (see the 'Cloth Simulation' paper from NVIDIA's
I3D 2005 Presentations
An interesting future project would be to integrate the cloth simulator with a 3D version of my
. This could simulate the airflow around a
falling piece of cloth as well as the turbulence created by it.