Advanced Soft-Body Physics System for Roblox (EditableMesh, Multiplayer-Ready)

Overview

I’ve built a production-ready soft-body physics system for Roblox focused on a deformable spherical player character (slime/ball).
This is not a visual trick or joint-based approximation, it’s a real vertex-level soft-body simulation with deterministic behavior and multiplayer support.

The system is currently used in an obby-style prototype.


Core Features

Soft-Body Physics

  • True soft-body simulation using vertex-level physics
  • Stable under high speeds, slopes, jumps, and collisions
  • Deterministic behavior suitable for competitive gameplay
  • Supports squash, stretch, compression, and rebound

EditableMesh Rendering

  • Procedural EditableMesh generated from an icosphere
  • Real-time vertex deformation driven by physics state
  • Ground-normal–aligned squash (not world-axis based)
  • Zero joint spam, zero Motor6D usage

Multiplayer Support

  • Client-authoritative simulation with server relay
  • Snapshot-based vertex replication
  • Smooth interpolation for remote players
  • Bandwidth-safe with rate limiting and validation

Movement & Gameplay Layer

  • Physics-driven movement (no humanoid)
  • Jump charge system with physical compression
  • Slope handling, traction tuning, step assist
  • Fully compatible with obby components (spinners, kill bricks, pendulums)

Systems Architecture

  • Clean separation between:
    • Physics (SoftBodySim)
    • Movement logic
    • Rendering
    • Networking
  • Modular and extensible
  • Easy to plug into existing games

Performance

  • Designed for live games, not tech demos
  • Runs smoothly on desktop and mobile
  • No per-part physics spam
  • No constraints, welds, or character rigs

Customisation

The system supports:

  • Different “softness” levels (more solid → more slime)
  • Adjustable friction, damping, elasticity
  • Visual-only deformation tuning
  • Easy attachment points for VFX (auras, trails, particles)

Use Cases

  • Obby games with unique movement
  • Physics-based platformers
  • Experimental avatars
  • Sandbox or toy-style games
  • Any game where movement feel matters more than animation

If you’re interested or have technical questions, feel free to reply or DM.

I’m happy to explain design decisions, limitations, and integration details.

16 Likes

This should go in Help and Feedback > Creations Feedback, not Resources > Community Resources as it is not open-source

11 Likes

The gooners are about to have christmas with this one… :sob:

but great job. just dont let it fall in the wrong hands…

5 Likes

if this is not a resource, then why the hell is this in “Community Resources”.? If you mean that this is paid, why would you not show the price of it?

1 Like

I might be wrong here but they did state that they are looking to sell licenses for the system.

2 Likes

wait till the gooners realize this thing costs like 67 sextillion robux..
unless the gooners are him:

2 Likes

Unless I make it.. >:)

I already did run some tests albeit not that good but gave me a good idea on.. jigg- SOFT BODY physics.

4 Likes

Wish this was open source or something. Looks great

2 Likes

Not even close to being a “community resource,” and advertising systems that devs have to pay for is prohibited on the forum

8 Likes

This is pretty cool, but like others have said this does belong in feedback rather than community resources as it’s closed sourced.

One thing that you could attempt adding if you’re not already is volume preservation, will make the deformation look more natural (such as widening on the sides when squished from the top) and help minimise situations where the ball intersects with itself.

3 Likes

does this mean i can use it for my minecraft mod

2 Likes

Yeah I realised, I wasn’t too sure and I am new to the devforum.

so ez to make it

I‘m happy to learn more. Willing to get a better idea of how you want to collaborate. Please dm me.

W game W stud sm ppl js copy it and said they was the owner :face_holding_back_tears:

1 Like