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Design and Implementation of a Game Physics Editor Using XML

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Book cover Technologies for E-Learning and Digital Entertainment (Edutainment 2006)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 3942))

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Abstract

It is not easy to develop a game that applies physical laws. In this paper we proposed a physics editor to make it easy to produce a physics game. The physics editor uses XML for processing attribute values of each object. This paper presents the architecture of the physics editor, and describes its detailed components. The physics editor provides an efficient method that is easily applied to physical attributes of all objects in the game. In this paper, we showed the process of a car’s creation, using the physics editor. The physics editor that is presented in this paper automatically creates physical objects, but it is limited to the rigid body for car racing.

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References

  1. Kook, H.J., Novak Jr, G.S.: Representation of models for solving real world physics problems. In: Proceedings of the Sixth conference on Artificial Intelligence for Appliances, pp. 274–280 (1990)

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  2. Open Dynamics Engine, http://ode.org

  3. Math Engine, http://www.mathengine.com

  4. Hovok, http://www.havok.com

  5. Meqon, http://www.meqon.com

  6. Extensible Markup Language, http://www.w3c.org/XML/

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© 2006 Springer-Verlag Berlin Heidelberg

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Lee, B., Choi, J., Shin, D., Shin, D. (2006). Design and Implementation of a Game Physics Editor Using XML. In: Pan, Z., Aylett, R., Diener, H., Jin, X., Göbel, S., Li, L. (eds) Technologies for E-Learning and Digital Entertainment. Edutainment 2006. Lecture Notes in Computer Science, vol 3942. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11736639_85

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  • DOI: https://doi.org/10.1007/11736639_85

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-33423-1

  • Online ISBN: 978-3-540-33424-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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