Ok guys I just committed the first working demo that show that the technology is actually going to work.
I am very please with the result I am seeing so far
Now I only have one thong left on the graphics are to do.
and the is the loop that recalculate the vertex normal.
I can go tow routs on that,
1-do a least square optimization to extract the normals from the original shape normals, this is another time consuming task but is will be the most elegant because the rendering code will only interpolate vertex and normal from the soft mesh. However this requires lots of work, first I have to write the least square optimization code and second I need to save the normals with the collision shape. The second part is the one I do not really want to do because I do not want to mix physics with graphic data at least I want to keep that to a bear minimum.
2-no keeping normal at all and have the rendering code do the calculation after the vertices are skinned. With the compute shaders this is not a problem at all so I will go with this method because of its simplicity. Also this method is generalized other shapes for example cloth, and later fluids.
anyway if you guys test it let me know what you think so far.