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Collision handling and shadow casting in Virtual-Prismaker
Collision Handling and Shadow Casting in Virtual-Prismaker
Víctor López, Antonio Fernández-Caballero, Pascual González,
Francisco Montero José Pascual Molina
Regional Development Institute, University of Castilla-La Mancha (Spain)
{victor, caballer, pgonzalez, fmontero, jpmolina}@info-ab.uclm.es
Abstract. Our research team is developing a computer construction game called Virtual-
Prismaker based on the physical game Prismakertm. We have had to deal with all typical and
essential features of any realistic 3D modelling and animation environment. A first aim in
these kinds of environments is to provide an easy way to manipulate the game pieces. The
need to use standard input devices in a natural manner has guided us to limit movement
freedom. This imposed limitation allows the pieces to be easily assembled. As we try to
achieve a realistic simulation, collision handling and shadow casting are two more problems
found up to date. In this paper we comment some lacks of the Java 3DTM application
programming interface in this context, and we propose our solutions. Collision handling is
faced by using a 3D grid that stores the position of all objects of the virtual playground.
Shadow casting is simulated by drawing polygons according to a single light source and the
environmental light and using the associated 3D grid position information.
Keywords: Virtual reality, Visualization and manipulation of virtual objects, Collision
handling, Shadow casting, Educational games.
1. Introduction
The creation of software for children is usually linked to the binomy computer games
and visual interfaces. Their playing issues and their attractive interfaces make these kinds of
tools especially interesting for educational environments. Using computer games provides
new characteristics that improve any learning process. According to Sedighian et al [15]
computer games supply meaningful learning, goals, success, challenge, cognitive artifact, and
association t
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