New Rigid Body simulation algorithms
A new paper has come out - well, you probably know about it since it has been a few days - detailing a new rigid-body simulation technique that I think might be useful in Blender. I'd like to treat this post not as a feature request per se since rigid body simulation exists within Blender, but as a question meant to ascertain whether this paper is something that can be used to enhance the current rigid body behavior (and possibly performance since the examples the paper provided ran blazingly fast). Anyway, here's the link! matthias-research.github.io/pages/publications/PBDBodies.pdf
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Research papers alone don't turn into technologies.
* @-L0Lock- * exactly why I asked here if anything that the paper details would be helpful in upgrading the current implementation in blender EDIT: also if someone's done the research already and published it, that's half way to a technology since research itself is time-consuming and often expensive