ABSTRACT

Much of the physics in three-dimensional game engines is still based on rigidbody dynamics. Effects such as cloth or soft bodies are rarely used, and only some basic precalculated approaches are usually applied. However, the increasing demand for realism in the video game industry has started to change this, and a different approach is required for the underlying real-time algorithms to simulate deformable bodies. With this trend, the latest video games and real-time graphics applications have started to simulate soft bodies based on their real physical behavior. Including physically based soft bodies into a computer game enhances the realism, but it also poses a great challenge to the game developers since the algorithms are more complex, slower, and less controllable.