


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.








