Physics Engine

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.

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