Bunch of mass-points are connected together by springs and form a deformable body this way.
Few methods how to keep volume of the soft body (so it does not collapse).
Real-Time Physical Simulation for Mobile Devices
(last update 15.August 2009 8:54)
This is my Bachelor's Degree work about soft body simulation optimized for mobile phones. Unfortunately, it is in czech only.
However, you can visit the project's website to download the library for free!
Abstract: In the presented work I discuss possible options of implementing a~physical simulation that can be run on today's mobile phones. I describe several approaches from which I choose one and discuss it in more depth. Next, I talk about general methods of optimizing programs targeted to mobile phones and how they apply to the implemented physical simulation. Finally, I show a very simple game which demonstrates the power of the simulator and it's usability in praxis.
Advanced Character Physics
(last update 2.December 2007 15:9)
Very good article about soft body physics implemented in Hitman. This method is very easy (from my expiriences) to understand and implement and the result is good (it is probably not accurate as other methods, but it looks good).
Simulates objects as mass-points connected together.
Uses Verlet integrator.
Solves collisions using relaxation.
Position based dynamics
(last update 29.November 2007 23:18)
This paper is similar to the one from Jakobsen. However, this simulation is more general and also easier to control.
They use explicit integrator, but mixed with Verlet. Also they use explicit velocity (instead of "last_pos") which allows user to manipulate velocity.
Collision response and all constraints (both equality and inequality) are solved using the same solver, which make it more general.
Another interesting thing is cooperation with rigid bodies - in their examples they simulated rigid rocks connected together via deformable cloth - really NEXT-GEN :D
JelloPhysics
(last update 26.November 2007 21:1)
Fully functional open source engine, so if you want to see how the simulation can be done, it's good source.
However, the objects behave a little bit strange - like a piece of jelly:)
Also, it implements gas-filled bodies described by Maciej Matyka.
Another interesting technique used is shape-matching, which is mostly the reason, why objects behave like a jelly.
FastLSM
(last update 26.November 2007 20:21)
...is an algorithm developed by Alec Rivers under lead of professor Doug James for fast soft body simulations.
It also supports realtime destruction of the bodies as you can see in their video.
They concentrated on speed so it may be really usable for games. The algorithm is covered by some patents, but it seems like Alec will allow you to use it freely, if you contact him.
Beosil
(last update 26.November 2007 21:33)
is a site of Bruno Heidelberger. There you can find interesting papers concerning soft-body simulations. However, they might not be very useful for practical use. But, maybe I just didn't get deep enough into their ideas.
Ron Fedkiw's homepage
(last update 16.February 2009 11:44)
This site is loaded with large number of articles about fluid simulations as well as soft body physics.