Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific\ngame environment is of paramount importance in the process of achieving a satisfying player experience.While the existing game\nengines appropriately address many aspects of physics simulation, some others are still in need of improvements. In particular,\nseveral specific physics properties of bodies not usually involved in the main game mechanics (e.g., properties useful to represent\nsystems composed by soft bodies), are often poorly rendered by general-purpose engines. This issue may limit game designers when\nimagining innovative and compelling video games and game mechanics. For this reason, we dug into the problem of appropriately\nrepresenting soft bodies. Subsequently, we have extended the approach developed for soft bodies to rigid ones, proposing and\ndeveloping a unified approach in a game engine: Sulfur. To test the engine, we have also designed and developed ââ?¬Å?Escape from\nQuaoar,ââ?¬Â a prototypal video game whose main game mechanic exploits an elastic rope, and a level editor for the game.
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