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
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Open Dynamics Engine, http://ode.org
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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
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