Abstract
This paper presents how soft body simulation can create deformable characters and physics-based game mechanics that result in a more varied gameplay experience. A framework was implemented that allows the creation of a fully deformable soft body character within a games application where the simulation model properties could be altered at runtime to create gameplay mechanics based on varying the deformation of the character. The simulation model was augmented to allow appropriate methods of player control that complemented the character design and its ability to deform. It was found that while the implementation of deformation-based mechanics created a more varied gameplay experience, the underlying simulation model allowed for a limited amount of deformation before becoming unstable. The ffectiveness of the framework is demonstrated by the resulting mechanics that are not possible through the use of previous methods.
Original language | English |
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Title of host publication | GAME-ON'2018 |
Subtitle of host publication | 19th annual European Conference on Simulation and AI in Computer Games |
Editors | David King |
Publisher | EUROSIS |
Pages | 66-72 |
Number of pages | 7 |
ISBN (Print) | 9789492859044 |
Publication status | Published - Sep 2018 |
Event | 19th annual European GAME-ON Conference (GAME-ON'2018) on Simulation and AI in Computer Games - Abertay University, Dundee, United Kingdom Duration: 18 Sep 2018 → 20 Sep 2018 Conference number: 19 https://www.eurosis.org/conf/gameon/2018/index.html |
Conference
Conference | 19th annual European GAME-ON Conference (GAME-ON'2018) on Simulation and AI in Computer Games |
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Abbreviated title | GAME-ON 2018 |
Country/Territory | United Kingdom |
City | Dundee |
Period | 18/09/18 → 20/09/18 |
Internet address |
Keywords
- Physics-based animation
- Gameplay mechanics
- Soft body simulation