Here’s my attempt at simulating cloth like physics using EditableMeshes and a grid of parts
It works by generating an Editable mesh of squares, an grid of parts connected by rod constraints and each vertices of the mesh it made to replicate the position of the part which it lies in. this way by using the physics of parts connected to each other we can replicate the physics of cloth
As you can see it really isn’t perfect as it uses alot of computing resources and isn’t suitable for lower end devices. I’ve thought of creating an custom physics engine within the roblox engine to power this simulation, but it’s simply really out of my understanding. For now I’m happy with the results, and would also like to know your opinion