ABSTRACT

Ropes are often considered to be a fairly trivial game-code gimmick and not really a part of a physics engine proper. In this article, I’ll try to show that it might be beneficial to have a low-level rope implementation, which can look past the surface and treat a rope for what it is-a complex dynamic constraint rather than a general set of connected points that apply impulses. Which also means that ropes-or chains!—are some of the most gameplay-friendly physics features, since gameplay at its core is a collection of constraints (in the most general sense).