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Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine

机译:统一刚体和柔体表示:硫物理引擎

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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.
机译:电子游戏(也是)实时交互式图形模拟:因此,在获得令人满意的玩家体验的过程中,为每个特定的游戏环境提供令人信服的物理模拟至关重要。尽管现有的游戏引擎可以适当地解决物理模拟的许多方面,但其他一些引擎仍需要改进。特别是,通常不参与主要游戏机制的物体的几种特定物理属性(例如,用于表示由软体构成的系统的属性)通常无法由通用引擎提供。这个问题可能会限制游戏设计师在想象创新和引人注目的视频游戏和游戏机制时的局面。因此,我们探讨了适当表示软体的问题。随后,我们将为软体开发的方法扩展为刚性的方法,提出并开发了游戏引擎中的统一方法:Sulfur。为了测试引擎,我们还设计并开发了“逃离Quaoar”,这是一款原型视频游戏,其主要游戏机制是利用松紧的绳子以及游戏的关卡编辑器。

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