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Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine
Author(s) -
Dario Maggiorini,
Laura Anna Ripamonti,
Federico Sauro
Publication year - 2014
Publication title -
international journal of computer games technology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.248
H-Index - 19
eISSN - 1687-7055
pISSN - 1687-7047
DOI - 10.1155/2014/485019
Subject(s) - physics engine , game engine , game mechanics , rope , computer science , game design , process (computing) , representation (politics) , exploit , dynamical simulation , video game , video game development , game art design , video game design , human–computer interaction , simulation , multimedia , physics , classical mechanics , computer security , algorithm , politics , political science , law , operating system
Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific game environment is of paramount importance in the process of achieving a satisfying player experience. While the existing game engines appropriately address many aspects of physics simulation, some others are still in need of improvements. In particular, several specific physics properties of bodies not usually involved in the main game mechanics (e.g., properties useful to represent systems composed by soft bodies), are often poorly rendered by general-purpose engines. This issue may limit game designers when imagining innovative and compelling video games and game mechanics. For this reason, we dug into the problem of appropriately representing soft bodies. Subsequently, we have extended the approach developed for soft bodies to rigid ones, proposing and developing a unified approach in a game engine: Sulfur. To test the engine, we have also designed and developed “Escape from Quaoar,” a prototypal video game whose main game mechanic exploits an elastic rope, and a level editor for the game

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