Cloth

Forces and Wind

Apply forces through physics or configure persistent aerodynamic wind.

Apply forces through physics or configure persistent aerodynamic wind.

GML
cloth.add_force(x, y, z);

This is a force, not an instantaneous impulse. Apply gameplay forces before the physics update. The API also supports local soft-body force/impulse helpers. Pinned and attached points follow their ownership rules.

GML
wind = jolt_soft_body_wind(cloth);
wind.set_direction(1, 0, 0);
wind.set_speed(5);
wind.set_gust_strength(0.3);
wind.set_turbulence(0.2);

Wind is registered once and applied during physics steps; no per-frame apply() call is required. Destroying the cloth invalidates its wind helper. Wind does not perform obstacle occlusion.

Verified operation contracts#

These contracts distinguish units, return values, errors and lifetime according to the current implementation. Check results: false, 0 and undefined can mean different things for different methods.

Symbol / ownerSignatureOperation contract
JoltBBMODCloth.add_forceJoltBBMODCloth.add_force(x,y,z)World force x/y/z in N; finiteness is checked natively. Boolean. This is total force; use jolt_soft_body_force for a local effect.