@INPROCEEDINGS{bressler06efficient, author = {Helmut Bressler and Roland Landertshamer and Christoph Anthes and Jens Volkert}, title = {An Efficient Physics Engine for Virtual Worlds}, booktitle = {medi@terra '06}, year = {2006}, pages = {152--158}, address = {Athens, Greece}, month = {October}, abstract = {Modern games try to become more interactive and realistic. For this reason physics engines are used to create more compelling and vivid game experiences. 3D collision tests and collision response are expensive to compute and have to be performed constantly to guarantee a accurate simulation. Depending on the application domain it is possible to perform a collision test in two-dimensional space and calculate and display the state of the simulated world in three dimensional space. For a mapping between 2D and 3D space height maps and collision maps are needed. This paper describes how to create such an efficient physics simulation for a 3D environment.} }