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This page represents a series of projects that pertain to physics calculations in video games. One set focused on developing collision detection between basic shapes and applying resolutions.  Another was concerned with calculating movement, positions, and accelerations for both linear and rotational methods. Overall, the projects and assignments completed in GSP321 played with physics equations and data types common in modern video game use. Of note is the final deliverable for this class that I modified to incorporate the physics components into the game mechanics. In this demo, any collision generated a number proportional to the force that was degraded from the ball integrity. Once integrity fell to zero, the ball split and the demo continued.

Related Class:

GSP321

IDE:

Visual Studio 2015

Related Class:

GSP420

IDE:

Visual Studio 2015

Contributors:

David Highsmith

Joshua Hertzog

Position:

Team Lead

Using the skills developed in GSP321 and other classes, GSP420 involved multiple groups of students working together to create a complete game engine.  Using the provided framework, each team was assigned work on the Graphics, AI, or Physics core; My team being in charge of the last one. Our core was built alongside the Bullet Physics Engine and expanded its functionality.  Specifically, new bounding volume definitions for a cone and capsule shape, physics-based calculation for buoyancy and liquid resistance, and similar calculations for air resistance and the application of wind were added. By defining the mass and size of objects and the world variables for air and liquid states, programmers using the engine can expand on what objects can do in the world.

Physics Demo

The views expressed, works shown, and information given are the property of and yielded willingly by myself, Joshua Hertzog.  The information contained within is truthful to the best of my ability.  Any components of this document may not be altered from the original, sold, or produced to third-parties without consent.

 

Projects within contain some art assets used under royalty-free licenses and are property of their respective owners.

© 2017 Joshua Hertzog.

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