@Luke, those are so good! I’m taking notes for my games too.
I just looked at the code for the softbody tentacle and I like how you’re keeping in between the sprite and wall!
I see what you’re saying, about the unstableness, so here’s what you can do to make it tighter:
I lowered the distance and the dampening so the segments stay closer together.
I also added a loop to make all the segments ghost through walls. Because the swing math is still there and it’s not relying on the softbody for any momentum, we can remove the collision.
I also removed the collision of the sprite actually rendering the tentacle (softbodyRenderer) because once you color the sprite, it gets a hitbox.
There are some things that need to be fixed with the renderer. That “renderOnSprite” is VERY crucial. It lets the softbody rendering know it’s dealing with something that moves.
I also like what you’re doing with my image mapping extension! The outlining technique you’re using is what I’m doing one of my other games that I’ll show in a different topic once I get it ready.
Hope all this was helpful!

