Design and implementation of real-time physics simulation engine for e-Entertainment

Myungsoo Bae, Young J. Kim

Research output: Contribution to journalArticlepeer-review


We present our recent research results regarding the designing and implementation of real-time physics simulation engines, which aim at developing physics-inspired e-entertainment such as computer games, mobile applications, interactive TV and other smart media in Korea. Our real-time physics engine consists of three functional components: rigid body dynamics simulation, deformable body simulation, and data-driven physics simulation. The core simulation techniques to realize these simulation components include real-time collision detection and response, large-scale model simulation, and character model control. In this paper, we highlight these features and demonstrate their performances. We also showcase some of the gaming applications that we have integrated our physics engine into.

Original languageEnglish
Article number1340002
JournalInternational Journal of Modeling, Simulation, and Scientific Computing
Issue numberSUPPL.1
StatePublished - 2013

Bibliographical note

Funding Information:
This work was supported in part by IT R&D program of MKE/MCST/KOCCA (KI001818) and NRF grant funded by the Korea government (MEST)


  • data-driven simulation
  • deformable body simulation
  • Real-time physics simulation engine
  • rigid body dynamics simulation


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