Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine

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 aspe...

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Main Authors: Dario Maggiorini, Laura Anna Ripamonti, Federico Sauro
Format: Article
Language:English
Published: Hindawi Limited 2014-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2014/485019
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spelling doaj-222f5e99be5b4a0c843ba20cde89cc902020-11-24T20:56:16ZengHindawi LimitedInternational Journal of Computer Games Technology1687-70471687-70552014-01-01201410.1155/2014/485019485019Unifying Rigid and Soft Bodies Representation: The Sulfur Physics EngineDario Maggiorini0Laura Anna Ripamonti1Federico Sauro2Department of Computer Science, University of Milan, Via Comelico 39, 20135 Milan, ItalyDepartment of Computer Science, University of Milan, Via Comelico 39, 20135 Milan, ItalyDepartment of Computer Science, University of Milan, Via Comelico 39, 20135 Milan, ItalyVideo 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.http://dx.doi.org/10.1155/2014/485019
collection DOAJ
language English
format Article
sources DOAJ
author Dario Maggiorini
Laura Anna Ripamonti
Federico Sauro
spellingShingle Dario Maggiorini
Laura Anna Ripamonti
Federico Sauro
Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine
International Journal of Computer Games Technology
author_facet Dario Maggiorini
Laura Anna Ripamonti
Federico Sauro
author_sort Dario Maggiorini
title Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine
title_short Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine
title_full Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine
title_fullStr Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine
title_full_unstemmed Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine
title_sort unifying rigid and soft bodies representation: the sulfur physics engine
publisher Hindawi Limited
series International Journal of Computer Games Technology
issn 1687-7047
1687-7055
publishDate 2014-01-01
description 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.
url http://dx.doi.org/10.1155/2014/485019
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AT federicosauro unifyingrigidandsoftbodiesrepresentationthesulfurphysicsengine
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