I developed this Physics Engine as part of the Advanced Game Technologies coursework.
It implements a Newtonian solver using Semi-Implicit Euler Integration and has the following elements:
- Collision shapes for both boxes and spheres.
- Distance constraints.
- Collision resolution.
- Collision event handling.
- Collision nullification to use as trigger.
- Broadphase culling (Octree and SAP).
- OpenCL accelerated manifold solver (Not completely stable, can be deactivated).
Overall, it was a challenging project, but physics programming is not exactly something I find particularly exciting.