Game Development Reference
Ropes are often considered to be a fairly trivial game-code gimmick and not re-
ally a part of a physics engine proper. In this article, I'll try to show that it might
be beneficial to have a low-level rope implementation, which can look past the
surface and treat a rope for what it is—a complex dynamic constraint rather than
a general set of connected points that apply impulses. Which also means that
ropes—or chains!—are some of the most gameplay-friendly physics features,
since gameplay at its core is a collection of constraints (in the most general sense).
You open your eyes. You are in a spacious white room with a high ceiling.
There are two levels; you are on the upper one, next to a heavy-looking metal box
with a hook on its top. One wall is made of reflective glass, but you can make
out several figures behind it, dressed in lab coats. One feeling overwhelms you:
On the lower floor, opposite to you but on the ground level there is a com-
partment in a wall, covered by a glass pane. Inside you can see a large bunch of
bananas, a dozen or two. Your hunger immediately gets stronger, pulsating inside
you. There is a rope hanging from the ceiling, right next to the compartment. In a
far corner of the room you notice a smaller bunch of bananas.
> take large bunch
They are behind a glass pane.
> hit pane
You smash the pane, but it doesn't look like you can break it. If it wasn't for
the hunger, your hand would really hurt now.
> take small bunch
You take the small bunch; there are three bananas in it. You can barely control