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I have two objects in my scene. One of them is a rigid body and it has to collide with the another one (soft body). I need to do the rigid body deforms the softbody in runtime and the deformation has to be plastic. I tried setting the object as Soft body in Game Render and setting Plastic = 100, but I think these parameters don't affect in the game engine. What could I do? I think changing the position of each vertex of the softbody when the rigid body touch it could be computationally expensive.

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The Blender Game Engine and the Blender's simulation system use two different pysics solvers. To see the game physics settings you have to set the Blender engine to 'Blender Game':
enter image description here
But the softbody settings of the game engine do not offer any settings for plastic deformation:
enter image description here

So why is there a difference? The solver used in the animation system is more powerfull and accurate, but as you may have noticed it is much too slow for a game.
The solver in the Game Engine on the other hand uses a very fast position-based softbody simulation called Shape Matching (see the paper for more information). While the paper also describes the implementation of plastic deformations, this is either not implemented or not activated in Blender.

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  • $\begingroup$ The paper will probably not help you with Blender, I just added it for completeness. If you are interested in the topic though, have a look. The concepts in the paper are not that hard to understand if you have basic knowledge in linear algebra. And don't let the formulas scare you off ;) $\endgroup$ – maddin45 Jun 4 '14 at 13:50

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