Student Developed Physics Engine

Dodany: Feb 9, 2012

Od: JoshuaBrookover

Czas: 1:52

This is the physics engine that I developed in 8 weeks for the Applied Development Project course ("Junior Project") at DeVry University. It is heavily based (and dependent) on DirectX. This is because it was made very specifically for another game (and the purpose of learning, of course). That game is currently being developed and we post progress reports on a separate YouTube channel: http://youtube.com/DystopiaMachina The engine includes a mostly complete collision detection library between various shapes (sphere, AABB, OBB, triangle, tetrahedron, line segment, planes and collision hierarchies). Physical objects (rigid bodies) can be attached to multiple forces. The force that is demonstrated on all of these objects is gravity. The wrecking balls at the beginning of the video are all attached to bungees (the bungee is not visible, however). Demonstrated in this video were 5 demos: 1. Stacked Boxes Despite what you may believe, stacking boxes is no easy process. At least not when developing a physics engine. After I had collision response working, boxes that stacked on top of each other were very unstable and jittery. Multiple boxes on top of each other would not hold up at all and would eventually fall through each other. The fact that I could stability stack 5 boxes is quite an accomplishment, but the stability could still use some work. 2. Ragdolls The closest thing to soft bodies that I have in my physics engine is the ability to link things together via rods. As demonstrated in the ragdoll demo, there are several OBBs and a sphere linked together to make a person. This person spawns with gravity and a lot of force applied to his head ("boom headshot"). 3. Blast Force This demonstrates a temporary force. The boxes are created so that each one is further away from the center, then an explosion occurs in the center. The boxes closer to the blast are effected more than the ones further away, and the force is removed after about a second. 4. Rolling Ball A ball rolls down some ramps and DOMINATES some boxes, man! Good stuff. I made my physics engine just so I could do this very thing. True story. 5. Chair This was actually a last minute feature. Some colleagues pointed out that all the shapes in the game would not be spheres and boxes (this is apparently how I perceive the world). Because it was not too difficult to do, the last week (before the final demo) I threw in "collision hierarchies." These are shapes that are built based on other shapes. The chair is 6 OBBs, for example. So the final demo shows off collision hierarchies, or "complex" objects! thx 4 reading, obligatory commit rate & subscribe

Kanał: Games

Tagi: student  devry irving  physics  physics engine  devry university  sphere  obb  bungee  demo  demonstration  joshua brookover 


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