IJSRP, Volume 11, Issue 2, February 2021 Edition [ISSN 2250-3153]
Throughout the history of game development, the physics behind the real-time hair simulation has continued to pose a challenge due to lack of availability of computational resources required by the system. Unlike rendering an animation, where the requirement of real-time simulation is absent, game hair physics needs more efficiency when it comes to utilization of computational resources. Generally, for making a hair strand mesh, a cylinder or a capsule mesh is an obvious choice despite its requirement of a higher number of draw calls or resources. This paper proposes the use of an innovative and highly efficient use of quad polygons, whose normals face the render in conjunction with the use of Verlet integration, which delivers optimal results by keeping the frames per second (FPS) stable. Additionally, the proposed physics also allows for physical forces, such as gravity and wind, to affect hair movement as well as simulate a natural curl in the hair strand.